unit 2 review
Kinematics is the study of motion without considering the forces causing it. It covers key concepts like displacement, velocity, and acceleration, providing a foundation for understanding how objects move through space and time.
In this unit, we explore one-dimensional motion, vectors, two-dimensional motion, and projectile motion. We also examine free fall, relative motion, and practical applications of kinematics in sports, transportation, and engineering.
Key Concepts and Definitions
- Kinematics studies motion without considering the forces causing it
- Displacement ($\Delta x$) represents change in position, a vector quantity measured in meters (m)
- Distance traveled measures total path length, a scalar quantity also measured in meters (m)
- Speed is the rate at which an object covers distance, measured in meters per second (m/s)
- Instantaneous speed is speed at a specific moment in time
- Average speed is total distance traveled divided by total time elapsed
- Velocity ($\vec{v}$) is the rate of change of displacement, a vector quantity measured in meters per second (m/s)
- Instantaneous velocity is velocity at a specific instant in time
- Average velocity equals displacement divided by time interval ($\bar{v} = \frac{\Delta x}{\Delta t}$)
- Acceleration ($\vec{a}$) is the rate of change of velocity, a vector quantity measured in meters per second squared (m/s²)
- Positive acceleration occurs when an object speeds up or changes direction in the positive direction
- Negative acceleration, or deceleration, occurs when an object slows down or changes direction in the negative direction
Motion in One Dimension
- One-dimensional motion occurs along a straight line, either horizontally (x-axis) or vertically (y-axis)
- Position-time graphs show an object's position relative to the origin at various times
- Slope of the tangent line at any point represents the object's instantaneous velocity
- Slope of the secant line between two points represents the object's average velocity over that time interval
- Velocity-time graphs display an object's velocity over time
- Slope of the tangent line at any point represents the object's instantaneous acceleration
- Area under the curve over a time interval equals the object's displacement during that interval
- Kinematic equations describe motion in terms of displacement ($\Delta x$), initial velocity ($v_0$), final velocity ($v$), acceleration ($a$), and time ($t$):
- $v = v_0 + at$
- $\Delta x = v_0t + \frac{1}{2}at^2$
- $v^2 = v_0^2 + 2a\Delta x$
- Objects under constant acceleration exhibit specific characteristics in their position-time and velocity-time graphs
- Position-time graph shows a parabolic curve
- Velocity-time graph appears as a straight line with slope equal to the acceleration
Vectors and Two-Dimensional Motion
- Vectors possess both magnitude and direction, represented by an arrow
- Magnitude is the length of the arrow, denoting the quantity's size
- Direction is indicated by the arrow's orientation
- Scalar quantities have magnitude but no direction (distance, speed, time)
- Vector addition follows the head-to-tail method or parallelogram rule
- Head-to-tail method involves placing the tail of one vector at the head of the other, then drawing a resultant vector from the first vector's tail to the second vector's head
- Parallelogram rule involves placing the two vectors tail-to-tail, then completing a parallelogram and drawing the resultant vector along the diagonal from the common tail to the opposite corner
- Vector subtraction is achieved by adding the negative of the vector being subtracted ($\vec{A} - \vec{B} = \vec{A} + (-\vec{B})$)
- Two-dimensional motion can be analyzed by breaking vectors into perpendicular components (x and y)
- Components are found using trigonometric functions (sine and cosine)
- Motion in each dimension is treated independently, then combined to determine the object's overall motion
Acceleration and Free Fall
- Free fall is motion under the sole influence of gravity, with an acceleration of approximately -9.8 m/s² (denoted as $-g$)
- Negative sign indicates downward direction
- Air resistance is assumed to be negligible in most introductory physics problems
- Kinematic equations for free fall are similar to those for constant acceleration, with $a = -g$:
- $v = v_0 - gt$
- $\Delta y = v_0t - \frac{1}{2}gt^2$
- $v^2 = v_0^2 - 2g\Delta y$
- Objects in free fall experience zero velocity at their maximum height
- Time to reach maximum height can be found by setting $v = 0$ and solving for $t$
- Maximum height is then determined by substituting this time into the position equation
- Total time of flight for a freely falling object launched upward is twice the time to reach its maximum height
- Acceleration due to gravity is independent of an object's mass or shape, as demonstrated by Galileo's famous Leaning Tower of Pisa experiment
Projectile Motion
- Projectile motion is a combination of horizontal and vertical motion, with gravity acting only in the vertical direction
- Horizontal velocity remains constant (assuming negligible air resistance)
- Vertical motion is treated as free fall with an initial velocity component
- To analyze projectile motion, the initial velocity ($v_0$) is resolved into horizontal ($v_{0x}$) and vertical ($v_{0y}$) components using trigonometry
- $v_{0x} = v_0 \cos \theta$
- $v_{0y} = v_0 \sin \theta$, where $\theta$ is the launch angle relative to the horizontal
- Time of flight is determined by the vertical motion, setting $\Delta y = 0$ (for landing at the same height as launch) and solving the quadratic equation for $t$
- Range is the horizontal distance traveled by the projectile, found by multiplying the horizontal velocity by the time of flight
- Maximum range for a given initial speed occurs at a launch angle of 45° (neglecting air resistance)
- Trajectory of a projectile is a parabola, with the shape determined by the launch angle and initial speed
Relative Motion and Frame of Reference
- Motion is always described relative to a chosen frame of reference
- A frame of reference is a set of coordinates used to specify positions and velocities
- Common frames of reference include the ground, a moving vehicle, or a coordinate system attached to an object
- Relative velocity is the velocity of an object as observed from a particular frame of reference
- Relative velocity between two objects is the vector difference of their individual velocities
- $\vec{v}_{AB} = \vec{v}_A - \vec{v}B$, where $\vec{v}{AB}$ is the velocity of object A relative to object B
- Galilean velocity transformation relates velocities in different frames of reference
- $\vec{v} = \vec{v}' + \vec{u}$, where $\vec{v}$ is the velocity in the original frame, $\vec{v}'$ is the velocity in the new frame, and $\vec{u}$ is the velocity of the new frame relative to the original frame
- Relative motion problems often involve objects moving in different directions or frames of reference moving relative to each other (boats in a river current, planes in the presence of wind)
Equations and Problem-Solving Strategies
- Kinematic equations for constant acceleration:
- $v = v_0 + at$
- $\Delta x = v_0t + \frac{1}{2}at^2$
- $v^2 = v_0^2 + 2a\Delta x$
- Equations for free fall (with $a = -g$):
- $v = v_0 - gt$
- $\Delta y = v_0t - \frac{1}{2}gt^2$
- $v^2 = v_0^2 - 2g\Delta y$
- Projectile motion equations:
- Horizontal motion: $\Delta x = v_{0x}t = (v_0 \cos \theta)t$
- Vertical motion: $\Delta y = v_{0y}t - \frac{1}{2}gt^2 = (v_0 \sin \theta)t - \frac{1}{2}gt^2$
- Problem-solving strategies:
- Identify given information and unknowns, listing variables and values
- Determine the appropriate equation(s) for the situation
- Solve the equation(s) for the unknown variable(s)
- Substitute known values and calculate the result
- Check the answer for reasonableness and proper units
- When dealing with vectors, break them into components and treat each dimension separately
- For relative motion problems, clearly define the frames of reference and use Galilean velocity transformation to relate velocities between frames
Real-World Applications and Examples
- Sports:
- Analyzing the motion of a thrown baseball or kicked soccer ball (projectile motion)
- Determining the optimal angle for a basketball shot or ski jump (projectile motion)
- Calculating the relative velocities of players on a field or court (relative motion)
- Transportation:
- Determining the time for a car to reach a certain speed or distance (constant acceleration)
- Analyzing the motion of an airplane in the presence of wind (relative motion)
- Calculating the time for a skydiver to reach the ground (free fall with air resistance)
- Engineering and design:
- Designing roller coasters with appropriate accelerations and velocities for safety and thrill (constant acceleration, free fall)
- Analyzing the motion of objects on conveyor belts or assembly lines (relative motion)
- Determining the trajectory of a water fountain or fireworks display (projectile motion)
- Physics experiments:
- Demonstrating the independence of horizontal and vertical motion in projectile motion (projectile motion)
- Measuring the acceleration due to gravity using a free fall apparatus (free fall)
- Investigating the relationship between position, velocity, and acceleration using motion sensors and graphical analysis (constant acceleration)