no, quaternion operations don't require matrices. it's just
one way to represent quaternions.
it's not unusual in mathematics to have more than one way to
deal with an object. for example, 2d (or any dimensional) cartesian
coordinates and polar coordinates are representations of the same
thing: they both allow representations of points (lines, surfaces,
hypersurfaces etc) on 2d (or any dimensional surface). but for some
operations one is easier to use than the other.
same with quaternions. you can use the representation
w+xi+yj+zk or [w,v]. obviously the 2nd representation is shorter
and i don't think there's any benefit to using the former
representation except to facilitate understanding of the basic
quaternion. for all operations, other representations are less
messy and easier to understand.
consider multiplication of quarternions using both view
points. check how messy it is to multiply quaternions using the
first representation compared to the 2nd. neither is particularly
attractive, but the later representation is much less messy. (of
course, all that mess must be somewhere and in the 2nd
representation it's in the dot and cross products).
but it's still easier to manipulate quaternions using the 2nd
representation. and there are many other representations of
quaternions that may be particularly suited to certain operations.
matrix use is just another way to grapple with an object.
while matrix usage can help humans grapple with complex concepts
and can help you understand things like 3d rotation (if you
understand matrices), they don't help computers because computers
don't understand matrices.
computers can be programmed to perform matrix operations, but
whether you use matrices in your 3d engine is dependent on whether
you understand matrices and they help you understand 3d rotations.
hopefully, the answer is yes or you'll have a mess on your hands.
and if it is yes, you'll use your understanding of matrices
to program the computer to perform certain operations. but all
those operations are going to be regular arithmetic operations
whether you convert the matrix operations yourself or you use some
prewritten classes that perform matrix operations.
once you understand the wolfram page you should be ready to
grapple with 3d rotations and quaternions from:
http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation