Kinematics

M. Rocha   

Physics 2A - Weeks 2 & 3

Kinematics is the Study of Motion

  • Displacement v.s. Distance Traveled
  • Vectors v.s. Scalars
  • Speed, Velocity and Acceleration
  • Equations of Motion with Constant Acceleration
  • Free Fall Motion
  • Vectors in 2D
  • Kinematics in 2D: Projectile Motion
  • Satellites

In this set of slides we will cover:

Displacement

We define displacement as the change in position of an object

Using a cartesian coordinate system as our reference frame, we can write displacement along the x-dimension as:

\Delta x\ =\ x_{f} \ -\ x_{0}
x_{f}
\Delta x
x_{0}

where             is displacement,            is the final position, and           is the initial position

Displacement

A professor paces left and right while lecturing. Her position relative to Earth is given by x . The +2.0 m displacement of the professor relative to Earth is represented by an arrow pointing to the right.

Displacement

A passenger moves from his seat to the back of the plane. His location relative to the airplane is given by x . The −4.0 m displacement of the passenger relative to the plane is represented by an arrow toward the rear of the plane. Notice that the arrow representing his displacement is twice as long as the arrow representing the displacement of the professor (he moves twice as far)

 Displacement  v.s. Distance

Distance is the magnitude of the displacement, ignoring the direction. Thus distance has no sign.

If the displacement of the passenger in the previous slide is -4 m, the distance is |-4 m| = 4 m, where || means magnitude or absolute value

NOTE: Total distance traveled is the net distance traveled accounting for any back and forth motion, e.g. if the passenger in the previous slide move back and forth several times before ending in his final position, the total distance traveled would be greater than its distance.

 Vectors v.s. Scalars

Vectors - magnitude and direction

Scalars - only magnitude

Examples:

Displacement

Velocity

Acceleration

Force

Examples:

Distance

Speed

Mass

Volume

 

Speed, Velocity and Acceleration

 Velocity vs. Speed

Velocity is a Vector - magnitude and direction

Speed is a Scalar - magnitude

\mathrm{Speed} = \frac{\mathrm{distance}}{\mathrm{time}}
\mathrm{Velocity} = \frac{\mathrm{displacement}}{\mathrm{time}}

In a specific direction

Instantaneous vs. Average 

\overline{v} = \frac{\Delta x}{\Delta t} = \frac{x_\mathrm{f}-x_\mathrm{0}}{t_\mathrm{f}-t_\mathrm{0}}
\mathrm{Instantaneous \ Velocity} = \lim_{\Delta t \to 0}\frac{\Delta x}{\Delta t}

Average velocity is the velocity calculated from the displacement over an interval of  time

Instantaneous velocity is when you measure speed over an infinitesimally small interval of time

\overline{v} = \frac{\Delta x}{\Delta t} = \frac{x_\mathrm{f}-x_\mathrm{0}}{t}

,       If 

t_\mathrm{0} = 0
\Rightarrow

During a 30-minute round trip to the store, the total distance traveled is 6 km. The average speed is 12 km/h. The displacement for the round trip is zero, since there was no net change in position. Thus the average velocity is zero.

Average Speed vs. Average Velocity

Checkpoint

What was your average speed if you commuted from San Jose to Cabrillo (36 miles) in 36 min  

\mathrm{Average \ Speed} = \frac{36 \ \mathrm{miles}}{36 \ \mathrm{minutes}}
= 1 \frac{\mathrm{miles}}{\mathrm{min}}[\frac{60 \ \mathrm{min}}{\mathrm{hour}}] = 60 \frac{\mathrm{miles}}{\mathrm{hour}}

What about your average velocity?

\overline{v} = \frac{25 \ \mathrm{miles}}{36 \ \mathrm{min}} \approx 42 \frac{\mathrm{miles}}{\mathrm{hour}}\ \mathrm{SSW}

Average Acceleration

\overline{a} = \frac{\mathrm{Change \ of \ velocity}}{\mathrm{Time \ interval}} = \frac{\Delta \ v}{\Delta \ t} = \frac{v_\mathrm{f}-v_\mathrm{0}}{t_\mathrm{f}-t_\mathrm{0}}

Acceleration is a vector!

Acceleration is a vector!

Chekpoint

If the Moon travels around the Earth at a constant speed of 1 km/s, is it accelerating? 

Yes! The direction of is motion is changing

Graphing Motion

Checkpoint

If a car goes from rest to 36 km/h in 10s, what is its acceleration? 

\mathrm{Acceleration} = \frac{\Delta \ v}{\Delta \ t} = \frac{ 36 \ \mathrm{km/h}}{10 \ \mathrm{s}} = 3.6 \frac{ \mathrm{km}}{\mathrm{h \cdot s}}[\frac{1 \ \mathrm{h}}{3600 \ \mathrm{s}}]
= 1\times 10^{-3} \frac{ \mathrm{km}}{\mathrm{s}^2}
\mathrm{Acceleration} = \frac{\mathrm{Chance \ of \ velocity}}{\mathrm{Time \ interval}} = \frac{\Delta \ v}{\Delta \ t}

Motion Under Constant Acceleration

Notation 

t_\mathrm{0} = 0
\overline{a} = a = \frac{\Delta \ v}{\Delta \ t}
\Rightarrow \Delta \ v = \mathrm{a} \ \Delta \ t
\Rightarrow (v \ - \ v_0) = a \ t
\Rightarrow v = a \ t + v_0

Velocity aquired

Equations of motion: Velocity acquired

( constant a )

\overline{v} \ = \frac{\Delta \ x}{\Delta \ t}
\Rightarrow \Delta \ x = \overline{v} \ \Delta \ t
\Rightarrow (x \ - \ x_0) = \frac{(v \ + \ v_0)}{2} \ t
\Rightarrow x = \frac{a}{2} \ t^2 + v_0 \ t + x_0

Final Position

\Rightarrow (x \ - \ x_0) = \frac{a t + 2v_0}{2} \ t

Equations of motion: Final Position

Eq. 2, average v under constant a

\overline{v} \ = \frac{(v \ + \ v_0)}{2}

Eq. 1

From Eq. 1

Using Eq. 2

Using Vel. Aquired Eq.

Free Fall

Free fall (ignoring air resistance) is a great example of motion under constant acceleration 

a_y = -g = -9.8 \ \frac{m}{s^2} \simeq -10 \ \frac{m}{s^2}

Free Fall

\Rightarrow v_y = a_y \ t

From rest (             )

v_0 = 0
y = \frac{a_y}{2} \ t^2

Set 

t_0 = y_0 = 0
a_y = -g = -9.8 \ \frac{m}{s^2} \simeq -10 \ \frac{m}{s^2}
v = a \ t
d = \frac{a}{2} \ t^2

Checkpoint 4

,

t (s) V (m/s) d (m)
0
2
4
6
8
10
0 0
20 20
40 80
60 180
80 320
100 500
a = g = 9.8 \ \frac{m}{s^2} \simeq 10 \ \frac{m}{s^2}
d = \frac{a}{2}t^2 \Rightarrow d \propto t^2

Constant Acceleration

velocity

distance

Time

Time

v = a \ t \Rightarrow v \propto t

Constant Acceleration

velocity (m/s)

Time (s)

v = a \ t \Rightarrow v \propto t

If acceleration is the slope of the velocity vs. time plot how do you find the acceleration  given the plot?

a = \mathrm{slope}
a = \mathrm{slope} = \frac{\mathrm{rise}}{\mathrm{run}} = \frac{100\frac{m}{s}}{10 s} = 10\frac{m}{s^2}

Non-Constant Acceleration

Physics of skydiving

F_{\mathrm{air \ Resistance}} = R
F_{\mathrm{gravity}} = mg
a = \frac{F_\mathrm{net}}{m} = \frac{mg - R}{m} = g-\frac{R}{m}

Is acceleration constant?

R \propto v \Rightarrow a \propto v

What is a when R = 0?

What is a when R/m = g?

What is a when R/m > g ?

No,

a = g, \ \mathrm{freefall}
a = 0, \ \mathrm{terminal \ velocity}
a < 0, \ \mathrm{decelration}

Vectors In 2D

 Adding Vectors 

The sum of two or more vectors is called the resultant

To find the resultant of two vectors that don't act in exactly the same or opposite direction , we use the pralelogram rule

-3 N          +

 2 N   

 -1 N   

=>

 2 N   

3 N 

R = \sqrt{X^2 + Y^2} = \sqrt{3^2 + 2^2} = \sqrt{13}

Pythagorean theorem

 2 N   

3 N 

=

Pythagorean Theorem

Velocity is a Vector - magnitude and direction

Cross Wind

What is the magnitude of the resultant when adding the two vectors on the screen?

 4000 N   

- 4000 N 

R = \sqrt{X^2 + Y^2} = \sqrt{(-4000)^2 + 4000^2} = \sqrt{4000^2 (-1^2 + 1^2)} = 4000\sqrt{2} \ N

Checkpoint

 Adding Non-Orthogonal Vectors 

If not orthogonal (perpendicular to each other), the parallelogram rule still works but you can not use the Pythagorean theorem to compute the magnitude of the resultant

 2 N   

3 N 

If not orthogonal (perpendicular to each other),  you can always decompose the given vectors into orthogonal vectors (x and y components) that you can simply add 

 2 N   

3 N 

 Adding Non-Orthogonal Vectors 

If not orthogonal (perpendicular to each other),  you can always decompose the given vectors into orthogonal vectors (x and y components) that you can simply add 

 2 N   

3 N 

 Adding Non-Orthogonal Vectors 

If not orthogonal (perpendicular to each other),  you can always decompose the given vectors into orthogonal vectors (x and y components) that you can simply add 

 2 N   

3 N 

 2 N   

3 N 

=

 Adding Non-Orthogonal Vectors 

Vector decomposition

\sin{\theta} = \frac{A_y}{A}
\cos{\theta} = \frac{A_x}{A}
\tan{\theta} = \frac{A_y}{A_x}

Trigonometry Review

\theta =

theta is the angle opposite to the right angle

\sin{\theta} = \frac{A_y}{A}
\cos{\theta} = \frac{A_x}{A}
\tan{\theta} = \frac{A_y}{A_x}

 Adding More Than Two Vectors

Kinematics In 2D

Projectile Motion 

\Rightarrow v_y = a_y \ t

From rest (             )

v_0 = 0
y = \frac{a}{2} \ t^2

Set 

t_0 = y_0 = 0
a_y = -g = -9.8 \ \frac{m}{s^2} \simeq -10 \ \frac{m}{s^2}

Remember Free Fall Motion?

Checkpoint

How far down (distance) would you fall in 1 second after you base jump from a cliff. Ignore air resistance.

d = 5 meters after 1 second

d = \frac{a}{2} \ t^2
a = g = 9.8 \ \frac{m}{s^2} \simeq 10 \ \frac{m}{s^2}

,

Remember Free Fall Motion?

v_y = a_y \ t
y= \frac{a}{2} \ t^2

,

y = -5 meters after 1 second

5m in 1s

a_y = -g = -9.8 \ \frac{m}{s^2} \simeq -10 \ \frac{m}{s^2}

 Projectile Motion is just Free Fall Motion with an horizontal velocity component

Free Fall:

V_y = a_yt + v_{y_i}
V_x = 0

Projectile:

V_y = a_yt + v_{y_i}
V_x = v_{x_i} (\mathrm{constant})
V_y
V_x
V_y

The key to understand Projectile Motion is to treat Vx and Vy separately

Vx and Vy are independent from each other

The key in understanding Projectile Motion is to treat Vx and Vy separately

Checkpoint

If I kick a soccer ball (from the ground), and it reaches a height of 20 meters, for how long would it be on the air before it hits the ground (HINT: The distance and time going up should be the same as when going down )?

d = \frac{a}{2} \ t^2
a = g = 9.8 \ \frac{m}{s^2} \simeq 10 \ \frac{m}{s^2}

,

t_{up} = t_{down} = \sqrt{\frac{2d}{a}} = \sqrt{\frac{ 2 \ (20 \ m)}{10 \ m/s^2}} = \sqrt{4 \ s^2} = 2 \ s

Total time = tup + tdown = 4 seconds

Checkpoint

If I kick a soccer ball (from the ground) with a horizontal velocity of 20 m/s, and it reaches a hight of 20 meters, how far would it travel in the horizontal direction (i.e. how far would it land )?

d = \frac{a}{2} \ t^2
a = g = 9.8 \ \frac{m}{s^2} \simeq 10 \ \frac{m}{s^2}

,

t_{up} = t_{down} = \sqrt{\frac{2d}{a}} = \sqrt{\frac{ 2 \ (20 \ m)}{10 \ m/s^2}} = \sqrt{4 \ s^2} = 2 \ s

Total time = tup + tdown = 4 seconds

Horizontal Distance = 20 m/s ( 4 seconds) = 80 m

v_\mathrm{horizontal} = \frac{d_\mathrm{horizontal}}{t}
d_\mathrm{horizontal} = v_\mathrm{horizontal}\ t = 20 \frac{m}{s} \ (4 \ s) = 80 \ m

 If a projectile falls 5m in 1s, 

 and  the curvature of earth is so that it drops 5m for every 8 km

What happen if you throw a rock with an horizontal velocity of 8000 m/s = km/s (18,000 mi/h)?

Satellites

Satellites

Satellites

A satellite moves in an elliptical orbit

a) When the satellite exceeds 8 km/s, it overshoots a circle. b) At its maximum separation, it starts to come back toward Earth.

c) The cycle repeats itself.

Satellites

a) A projectile's path is a section of an elliptical orbit

b) a satellite moves in an elliptical orbit

Scape Velocity

Neglecting air resistance if you throw a rock with a velocity greater than 11.2 Km/s (25000 miles/h), it wont come back

The End

Kinematics (Physics 2A)

By Miguel Rocha

Kinematics (Physics 2A)

Physics 11

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