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Welcome to module 3 of digital signal
processing.

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We have just seen the basics of signal
processing.

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Mainly signals, operators, and examples.

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We now setup the mathematical frame work
so

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that we can study signal processing in
detail.

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In model 2.1, we start very slowly by
introducing.

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Intuitive geometrical notions in the real
plane, or so called R2.

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In models 3.2,

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we present the main characters, which are
vectors,

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norms on vectors, inner products, and
bases for

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spaces in particle for Hilbert spaces
which is

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a natural generalization of Euclidean
geometry to higher dimensions.

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Finally models 3.3 we consider
approximations.

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Approximations are very important in
signal processing for example

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for filter design, for lead square
approximations, and so on.

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Let us get started with a review of the
geometry in the play.

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This is very simple geometry as we know
from.

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Great school exactly called Euclidean
geometry and

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the key is that the ingredients namely,

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vectors in the plane are enough
instructions

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that is very useful to represent signals.

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And so we have an intuition from
two-dimensional geometries that

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we can generalize and manipulate signals
later on very easily.

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The key insight

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is that signals indeed are vectors.
Vector geometry is a natural setting.

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Notions like orthogonality are very
general.

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Now, this intuition is, of course, very
old.

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It goes actually back to Greek geometry,
and to Euclid.

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And Euclid in his famed book called the
elements actually

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wrote down the basics of geometry more
than 2000 years ago.

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We can see this in a beautiful facsimile
copy

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of Euclid's elements, and for example the

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Pythagorean theorem is proven in a
geometric way.

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And this very theorem is actually called
Parseval

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theorem, it's very important in signal
processing in general.

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The module is split into three parts.
The first one is a

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very lightweight introduction to signal
processing seen as geometry.

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And that's really the Euclidian view of
the world, and how we try to go from that.

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Very classic view to Hilbert spaces.

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Module 3.2 is more formal, defining
vectors, vector spaces,

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inner products, and finally Hilbert
spaces.

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Module 3.3 discusses the construction of
bases

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for Hilbert spaces in particular,
autonormal bases.

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Let me make just an introductory comment.

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So usually when we go to class and we talk
about Hilbert

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spaces, people are sort of worried because
it sounds abstract and mathematical.

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The goal here is

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to show that Hilbert spaces, which is the
frame work

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to think about signal processing, is
simply a generalization of the.

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Usual Euclidean geometry that we know.

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The spaces we live in.

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The three dimensional volumes of the
physical space we inhabit.

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Or the four dimensional space when you add
time.

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And so it is nothing to be scared about.

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Nothing forbidding.
It's actually something very natural.

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And we're going to do this by entering
this field very gradually.

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And we first start by putting an origin
here.

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That's a black dot, it's the origin.
Then, we can draw a vector x that

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has two coordinates, x0 and x1.
Remember, our vectors are column vectors.

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So when we write this, we have to put a
transpose.

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We can write the length of this vector

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which is the distance from the origin to
the

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tip of the vector and that we write

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with this double bars to indicate the
square norm.

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Then we can add a second vector in the
plane, coordinates y0, y1.

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It has

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a length given by the norm of y.
Once very have two

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vectors, very naturally there is angle
between the two vectors given by alpha.

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Okay, so that's Euclidean geometry in R2.

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There is a particular configuration when
the vectors have a right angle.

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So when alpha is equal to pi over 2,
sometimes this

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is written here with a dot or with
annotation like this.

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This shows that's a two vectors or
orthogonal to each other.

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Now, the point we want to emphasize here

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is that vectors can be very general
objects.

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So, one set of vectors that is
interesting, it's functions

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over continuous time like here, this sine
wave or another sine wave.

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For example over an integral.

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Here's integral minus 1 to 1.
And we can define a space

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of all the functions over this integral
minus 1 to 1

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that have a square integral.

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So if you square the function and
integrate it

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over this integral it's going to be a
finite value.

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And here we have two examples.
So, x1, which is sine of f1 of t.

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X2, which is sine of 2 of t.

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And we can decide to calculate what is
defined as the inner product.

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Which is simply the product of the two
functions,

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integrated over the interval from minus 1
to 1.

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Okay, so this is very important options,
that's the inner product between x1 and

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x2.
What is to be noted here is that

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previously we had vectors in R2 with an
angle

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alpha, with an orthogonal angle of 90
degrees, here, we have also two vectors.

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And the question is, can we have the same
notions, okay?

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And sure enough, if we multiply the two

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functions together, we get this red
function here.

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And if the two frequencies, f1 and f2.
Are

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integer multiples of a fundamental,
harmonically related frequency,

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it would turn out that these two vectors,
these abstract

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vectors x1 and x2, will also be orthogonal
to each other.

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We're going to calculate this, okay?

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So we take the product.

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And then we look at what is positive and

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what is negative because we are going to
integrate.

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And we sort of see that for every positive
part, this one, we have a negative part.

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This positive

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part we have a negative part.
This one we have that one.

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And the same here and there, here and
there, here and there.

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And so when you take the integral between
minus 1

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and 1, the integral is going to be equal
to 0.

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So conceptually we have exactly the same

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phenomenon as the two orthogonal vectors
in R2.

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Okay, so that's the fundamental message.

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Vectors are very general objects.

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But they still have relationships like
length, or norm.

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And angles between them.

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And that's the magic, both of Euclidean
geometry and of Hilbert spaces.

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Okay, so once we have a space, we can
define bases for this space.

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The simplest one is our tool, we're still
in our tool here.

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Is an orthogonal basis with a

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first vector here e0, a second vector e1
and a right triangle between the two.

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Any vector x can be written as a linear

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combination here of e0 plus a linear
combination of e1.

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Summing together, you get the vector x.

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Okay?

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A more general basis, still in R2 is a
biorthogonal basis.

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So we have a vector v0, a vector v1.

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These two basis vectors span R2 but they
are

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not orthogonal to each other but we can
obviously

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write any vector x as a linear combination
of v0 here plus v1 and that gives us x.

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Okay, so what is a basis?

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It's a set of vectors that spans the space
of interest, and that

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is linear-independent, so it's a minimal
set of vectors that span, for example

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R2, in this case it's two vectors, if we

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were in R3 it would be three vectors,
etcetera.

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Okay.

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We can have sometimes too many vectors for
the space.

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So we are still in R2.

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But we have now three vectors.
So these guys are not linear independent.

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We're going to show this just in a second.

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But it is clear that we can write any

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point in R2 as a linear combination of
these vectors

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because of course, two of them are already
enough.

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So thirdly a third one.

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Can easily be ignored, or can also be
helpful.

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Okay, now let's see that these guys are
not linear independent, by actually

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verifying that a sum of the three vectors
is actually equal to zero.

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So let's sum x1 plus x2 and finally, minus
x0 and you see that.

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X1 plus x2 is equal to minus x0, and so we
can verify this equation here.

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So these guys are depending on each other.

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Which is of course obvious because, for
example, we can very well write

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in this case, it's x0 as a linear
combination of x1, or x2, etcetera.

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Okay.

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So that's the case where the vectors are
not linearly independent.

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If we have instead of too many vectors, we

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have not enough vectors for the space of
interest.

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So for example here, we have R3, three
dimensional.

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Physical space, for example, but we have
only two vectors.

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Then, we cannot hope to describe any
vector in R3.

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We can only describe its projection onto
the

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subspace spanned by e1 and e0 in this
case,

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so the vector x cannot be exactly
represented.

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We can actually only project it here to an
x at.

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This far character here, which is the best
least squares

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approximation of x on the subspace spanned
by e0 and e1.

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Fill in the

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[UNKNOWN]

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of subspace, which is, let's say it's a
horizontal plane in this case.

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Now interesting questions appear when we
go to spaces of infinite dimensions.

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So we look at the interval here of minus 1
to 1, which is a continuous interval.

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And so the intuition is that, there is no
finite dimensional basis

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that will be able to represent an
arbitrary function on this inverval.

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So let's look at the particular basis.
It is built up from so called sine

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x over x or, more precisely, the n's basis
vector here is given

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by sine pi n t over n, the final gentle
minus 1 to 1.

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And we look at the summation of adding
more and more of

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these basis vectors.
So the summation goes from k is equal

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to 0 to capital N so it has n plus 1
terms.

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And we look at the vectors with index here
2k plus 1.

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Okay.

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So when capital N is equal to 0 we have
one term, it's a sine wave.

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Then when we go to N is equal to 1, we
have two terms.

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We have the addition of two vectors, N is
equal to 2.

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We have three vectors, we start to see
something interesting happening.

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Okay we still a very smooth function.
N is equal to 10.

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We start to really see what will be the

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result or approximately the result which
is a so called

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square wave, so something that will be
close to minus 1,

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close to plus 1 and has a transition here
around the origin.

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Okay?

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That's for N is equal to 10.

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N is equal to 50.

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Well, it looks more and more like the
square wave, but it

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has these little wiggles, okay, in

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particular at the points of discontinuity,
okay.

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And, N is

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equal 150, it looks very close to the
square wave, except at the boundaries.

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So we see here something very particular
happening.

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It's called non uniform convergence.

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It's a term from Fourier theories, theory,
that we'll not investigate more.

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But it's something that is known, also, as
a Gibb's phenomenon.

201
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And is an annoyance here in this
approximation of this.

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Square wave or box functions by these sine
waves.

