PEP 294: Lecture Notes

X. Linear Kinematics

Kinematic Quantities (pp. 294-308)

1. Position

Position: 

- the location of the object of interest at a given instance

- a vector quantity

- r  =  (x, y)

 

Examples:  (4, 3), (-1, 7), (-10, -4)

 

Standard unit:  m (meter)

 

2. Distance vs. Displacement

Distance:

- length of the path moved

- a scalar quantity: magnitude only

 

Displacement:

- change in position

- a vector quantity: magnitude + direction

- net effect of motion

 

d = r2 - r1 = (x2, y2) - (x1, y1) = (x2 - x1, y2 - y1)

d (magnitude of d) =

tan q =    => q (direction of d) = tan-1

 

Standard unit:  m (meter)

 

Example: r1 (initial position) = (4.0, 5.0) m, r2 (final position) = (6.0, 2.0) m.  Compute d (displacement).

d = (6.0, 2.0) - (4.0, 5.0) = (6.0 - 4.0, 2.0 - 5.0) = (2.0, -3.0) m

 

3. Velocity vs. Speed

Velocity:

- rate of change in position

- how fast an object moves in which direction?

- a vector quantity

- velocity =

v =

 

Speed:

- how fast an object moves

- a scalar quantity

- speed =

v =

 

Standard unit: m/s

 

Examples:

1. d = 0.9 km, = 0.5 hr    => speed?

v = = 1.8 km/h

 

2. d = (2.0, -3.0) m, = 1.5 s   => velocity?

v = (, ) = (1.33, -2.0) m/s

 

3. vswim = 2 m/s, vcurrent = 0.5 m/s

v = 2.06 m/s, q = 14°

 

Cyclic movement:

- swimming or running

- velocity = cycle length (CL) * cycle rate (CR)

swimming: v = SL (m/stroke) x SR (strokes/s)

running: v = SL (m/stride) x SR (strides/s)

 

- Example: SL = 5.0 m/stride, SR = 2.0 strides/s

v = (5.0)(2.0) = 10.0 m/s

 

4. Acceleration

Acceleration:

- rate of change in velocity or speed

a = = (magnitude + direction)

a = = (magnitude only)

 

Standard unit: m/s2 (= m/s/s)

 

Examples:

1. v1 = 3.0 m/s, v2 = 11.0 m/s, = 10 s   =>   acceleration?

a = = = 0.8 m/s2

 

2. v1 = (3.0, 4.0) m/s, v2 = (4.0, 10.0) m/s, = 10.0 s

a = = = (0.1, 0.6) m/s2

 

3. a = -0.3 m/s2, v1 = 4 m/s, v2 = 0 m/s   =>   = ?

= = -4.0 / -0.3 = 13.3 s

 

Magnitude & direction:

- change in magnitude of velocity  =>   acceleration

- change in direction of velocity  =>   acceleration

 

a = 0  =>  no change in velocity (constant velocity)

 

Projectile Motion (pp. 309 - 327)

Projectile:

- object projected into the air

- Examples: balls, human body, arrow, etc.

- follows a parabolic path

 

1. Kinematic quantities of interest

- Horizontal displacement: shotput, discus, javelin, long jump, etc.

- Max. vertical displacement: high jump, pole vaulting, etc.

- Trajectory (accuracy & speed): basketball, soccer, etc.

 

2. Factors Affecting the Projectile Motion

Forces acting on a projectile:

- Gravity:

(1) pulls projectile downward

(2) causes parabolic trajectory

(3) gravitational acceleration: (0, -g), vertical acceleration only

where g = 9.81 m/s2

- Air Resistance:

(1) affects trajectory of the projectile

(2) normally ignored for simplicity

 
Initial conditions:

- projection velocity (v)

- angle of projection (q)

 

3. Properties of the Projectile Motion

Mass vs. Projectile Motion:

 

Free-Fall vs. Horizontal Projection:

 

Types of Projectile Motion:

lkinem_f12.gif

 

4. Analysis of projectile motion

Strategies:

- resolve projection velocity into h & v components

- treat horizontal & vertical motions separately

- use equations of projectile motion:

 
Resolution of the projection velocity:

vx = v·cos q

vy = v·sin q

 

- Example (soccer ball): v = 15 m/s, q = 35°   => initial H and V velocities?

vx = v·cos q = (15)·(0.819) = 12.29 m/s

vy = v·sin q = (15)·(0.574) = 8.60 m/s

 

Equations of Projectile Motion:

lkinem_f14.gif

Vertical   vv = vy - g·t
  dv = vy·t -
  vv2 = vy2 - 2g·d        (where, g = 9.81 m/s2)
Horizontal   vh = vx
  dh = vx·t
Miscellaneous   Ascending Time:  T =
  Height of the Apex:  H =
  Horizontal Distance:  D = vx·(2T)

 

- Example (soccer ball): vx = 12.29 m/s, vy = 8.60 m/s   =>   positions & velocities?

After 0.1 s:

dh = vx·t = (12.29)(0.1) = 1.30 m

dv = vy·t - = (8.60)(0.1) - (0.5)(9.81)(0.1)2 = 0.81 m

vh = 12.29 m/s

vv = vy - g·t = 8.60 - (9.81)(0.1) = 7.62 m/s

After 0.2 s:

dh = (12.29)(0.2) = 2.46 m

dv = (8.60)(0.2) - (0.5)(9.81)(0.2)2 = 1.52 m

vh = 12.29 m/s

vv = 8.60 - (9.81)(0.2) = 6.64 m/s

After 0.5 s:

d = (6.14, 3.07) m

v = (12.29, 3.70) m/s

After 1.0 s:

d = (12.29, 3.70) m

v = (12.29, -1.21) m/s

 

- Example (soccer ball): vx = 12.29 m/s, vy = 8.60 m/s   =>   height of the apex, ascending time, & max. horizontal distance?

lkinem_f16.gif

H = = = = 3.77 m

T = = = 0.88 s

D = = (12.29)(2)(0.88) = 21.63 m