INTERACTIVE PHYSICS INSTRUCTIONAL MODULE-10 Lean Institute - ODU - - PowerPoint PPT Presentation

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INTERACTIVE PHYSICS INSTRUCTIONAL MODULE-10 Lean Institute - ODU - - PowerPoint PPT Presentation

MarineT ech 2009 -2011 STEM Preparation through Marine Engineering, Science and Technology Experiences INTERACTIVE PHYSICS INSTRUCTIONAL MODULE-10 Lean Institute - ODU 1 MarineT ech 2009 -2011 STEM Preparation through Marine Engineering,


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MarineT ech 2009 -2011 STEM Preparation through Marine Engineering, Science and Technology Experiences Lean Institute - ODU

INTERACTIVE PHYSICS INSTRUCTIONAL MODULE-10

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  • Interactive Physics is a simulation program that allows for

exploration and analysis of “physical” situations.

  • 2. This module aims to enable students to model the physical

world on any scale, from atomic to astronomical and experiment with physical situations not found in our universe.

Module Description

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Topics Covered

1.Friction 2.Elasticity 3.Conservation of momentum 4.Action and reaction 5.Simple Harmonic Motion 6.Hooke’s Law 7.Projectile Motion

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Starting Working Model 2D

The picture shows the workspace of interactive physics and shows the location of the Toolbar, Coordinates bar, Tape player controls and the Status bar.

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Running the Simulation

Click Run in the Toolbar. Watch your first simulation run. Click the Stop button in the Toolbar to stop the simulation. Click Reset in the Toolbar to reset the simulation to initial conditions.

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The Working Model 2D Toolbars The Simple toolbar provides a set of the most commonly used tools. To activate other toolbars, choose Workspace in the View menu and activate individual toolbars

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Standard, Edit, and Run Control Toolbars

  • The standard toolbar

contains tools for file

  • perations and clipboard
  • perations
  • The edit toolbar contains

tools for editing the text and zoom in-zoom out tools etc.

  • The Run control toolbar

contains the buttons for running, stopping and resetting the simulation.

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Body, Join/ Split, and Point Toolbars

  • The figure here shows

three different toolbars- the body toolbar, the join/split toolbar and the point toolbar.

  • The detailed functionality
  • f each composing tools

will be discussed in the future slides.

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Joint and Constraint Toolbars Joint tools are the collection of Working Model 2D tools to create various types of joints.

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Standard Toolbar The New button creates a blank, untitled document using the current default settings. The Open button opens a previously created

  • document. You can have multiple documents open

at once. The Save button saves the currently active document to disk. If the active document was saved previously, it is updated. The Cut button removes the selected object(s) from the document and places them on the clipboard.

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The Copy button places a copy of the selected object

  • n the clipboard.

The Paste button places a copy of the object on the clipboard into the active document. The Print button causes the Print dialog to appear, allowing you to print your simulations. The Help button presents a list of the main Help

  • ptions. More detailed information can be obtained

by traveling down the help structure.

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EDIT TOOLS

The Arrow tool is used to select an object or a group of

  • bjects, or to drag a selected group of objects on the

screen. The Rotate tool is used to rotate an object or a selected group of objects. Objects can be rotated about their center of mass, about pin joints, or about measurement points. The Text tool is used to enter text directly onto the simulation workspace. The Zoom In tool increases the magnification of the workspace by a factor of two (2x).

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RUN CONTROLS

The Run button starts a simulation. The Stop button stops a simulation in progress. The Reset button is used to bring a simulation back to its initial conditions (the first frame).

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Body Tools

The Circle tool is used to create circular bodies. The Square tool is used to create square bodies. The Rectangle tool is used to create rectangular bodies. The Polygon tool is used to create polygons other than squares and rectangles. The Curved Body tool is used to create arbitrary curved bodies from a series of smoothly interpolated control points. The Anchor tool locks the motion of bodies.

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Join/Split Control

The Join button forms a joint from two elements, by selecting two point elements, and clicking the Join button to form a pin joint. The Split button separates a joint into its component elements, i.e. the Split button reverses an action performed by the Join button. Ex.- If you select a pin joint and click the Split button, the joint is split into two point elements.

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Point and Slot Tools

The Point tool is used to attach a body to the background or another body and serves as a basis for creating joint constraints. Two bodies connected by a pin joint can rotate freely with respect to each other. The Square Point tool is used to attach a body to the background or another body. The difference is that the two bodies are locked together and cannot rotate freely with respect to each other..

  • 1. Point tools
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Point and Slot Tools

  • 2. Slot Tools

The Horizontal Slot tool is used to create a slot element

  • riented horizontally.

The Vertical Slot tool is used to create a slot element

  • riented vertically.

The Curved Slot tool is used to create a open curved slot

  • element. Define each control point with a single click, and

double-click the final point. The Closed Curved Slot tool is used to create a closed curved slot element. Define each control point of the curve with a single click and double-click the final point.

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Joint Tools

The Pin Joint tool is used to create a pin joint and it allows a single degree of freedom in rotation and no degree of freedom in translation. The Rigid Joint tool is used to create a rigid joint and it locks two bodies together and allows no degree of freedom. The Pinned Slot Joint tools constrains a point element

  • n one body to align with a slot element on a second

body , and allows the first body to rotate about the point element. The Keyed Slot Joint tools constrains a point element on

  • ne body to align with a slot element on a second body,

and prohibits the first body from rotating.

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Constraint Tools

The Damper tool creates a link which resists changes in compression or extension, i.e. a damper simulates a shock absorber of an automobile suspension. The Rotational Damper tool creates a pin joint that resists changes in rotation. The Spring tool creates a link which resists stretching or

  • compression. Springs can connect two bodies or a body and

the background The Rotational Spring tool creates a pin joint which resists

  • rotation. For example, a rotational spring simulates a coil

spring.

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Constraint Tools

The Spring Damper tool creates a combination spring and damper. The Gear tool connects any two bodies with a gear

  • constraint. Click on two objects to define a pair of gears.

The Pulley tool creates a pulleys connected by a rope. Define each pulley with a single click. Double-click to signal the last pulley.

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Miscellaneous Tools

The Torque tool applies a torque on a body. The Force tool applies a force on a body. The point of application can be positioned anywhere on the body. The Motor tool creates a pin joint that exerts a twisting force between two bodies. The Actuator tool creates an object that exerts a force between its endpoints. For example, an actuator simulates a piston used in a hydraulic lift.

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Miscellaneous Tools

The Rope tool prevents objects from separating by more than a specific distance. Ropes will go slack (and have no effect) when the objects they are connected to move close together. The Separator tool prevents objects from moving closer than a specific distance together. Separators will have no effect when the objects they are connected to move far apart. The Rod tool creates a massless, inflexible link between two bodies. Rods cannot be compressed or extended. Rods can be attached between one body and the background, or between two bodies.

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Working Model 2D Menus

The file menu contains buttons such as New,

  • pen, close, save as, import, export etc.

The File Menu

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The Edit Menu

The Edit menu contains buttons such as cut, copy, paste, clear etc.

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The World Menu

Gravity... causes the Gravity dialog to appear, allowing you to select and control various types of gravity within the active simulation. Air Resistance... causes the Air Resistance dialog to appear, allowing you to control the air resistance within the active simulation. Electrostatics... causes the Electrostatics dialog to appear, allowing you to control electrostatic forces. Force Field... causes the Force Field dialog to appear, allowing you to create your own custom force fields to act upon all of the bodies within the active simulation.

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Run starts your simulation.

The World Menu

Reset returns a simulation to its initial conditions (the first frame). Start Here starts your simulation from the current conditions. A new set of initial conditions is created based upon the current position and velocity of all objects.

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The World Menu

Skip Frames presents a submenu which lets you specify various playback rates for your

  • simulations. Skipping more frames will allow

faster playback Tracking presents a submenu which lets you leave a trace of your simulation at various time intervals.

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The View Menu

Workspace provides controls over the appearance of various aspects of the Working Model 2D workspace.

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The View Menu

Workspace

  • The Workspace dialog provide the

following options:

  • Rulers shows or hides rulers.
  • Grid Lines shows or hides grid lines.
  • X,Y Axes shows or hides the x,y axes.
  • Coordinates shows or hides the Coordinates bar at the bottom of the

active simulation window.

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The View Menu

  • Scroll Bars shows or hides the scroll

bars.

  • Tape Player Controls shows or hides the Tape player controls
  • n the bottom of the active simulation window.
  • Status Bar shows or hides the

Status bar across the bottom of the simulation window. Workspace

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The Object Menu

  • Join combines two selected elements (points

and slots) to form a joint.

  • Split separates a joint or other constraint into

its component elements.

  • Move To Front puts the selected object in

front of all other objects.

  • Send To Back puts the selected object behind

all other objects.

  • Collide will make the selected objects collide

with one another during a simulation.

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The Object Menu

  • Do Not Collide will prevent the selected
  • bjects from colliding with one another during a

simulation.

  • Font causes the Font dialog to appear,

allowing you to select the font type for selected

  • bject
  • Attach Picture attaches a picture to a single

body.

  • Detach Picture detaches a picture from the

body which it represents.

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The Object Menu

Convert Objects presents a submenu with the following options:

  • Convert to Lines converts selected polygons into line

segments.

  • Convert to Polygon converts selected line segments into a

polygon.

  • Convert to Curved Slot converts selected line segments into a

curved slot. The endpoints of the line segments are converted into the control points of the curve.

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The Define Menu

  • Vectors presents a submenu which allows

you to display vectors for the properties of a selected object.

  • No Vectors prevents any vectors from

being drawn for a selected body.

  • Vector Display... presents the Vector Display dialog in which you

can change vector colors and styles.

  • Vector Lengths... presents the Vector Lengths dialog in which you

can globally change the length of velocity, force, and acceleration vectors.

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The Define Menu

  • New Menu Button... presents the New

Menu Button dialog in which you can create buttons that perform menu commands.

  • New Control presents a submenu of
  • bject properties that can be interactively

controlled through graphical data entry tools.

  • New Application Interface allows Working Model 2D to link its

data output to other application programs. Like MA TLAB and Excel.

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The Measure Menu

  • Time creates a meter that measures time

during a simulation.

  • The Measure menu lists the measurable

properties for any selected object. These properties include:

  • 1. Position
  • 2. Velocity
  • 3. Acceleration
  • 4. P-V-A (Position, Velocity and Acceleration

in one meter),

  • 5. Center of Mass Position
  • 6. Center of Mass Velocity
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The Measure Menu

  • 7. Center of Mass Acceleration
  • 8. Momentum
  • 9. Angular Momentum
  • 10. Total Force
  • 11. Total Torque
  • 12. Gravity Force
  • 13. Electrostatic Force
  • 14. Air Force
  • 15. Force Field
  • 16. Kinetic Energy, and
  • 17. Gravity Potential.
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The Script Menu

The Script menu allows you to run scripts written in Working Model Basic.

  • Run prompts you to choose the script/tool

file and runs it.

  • Editor invokes the Script Editor. The Script

Editor allows you to write, edit, and debug scripts and tools.

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The Window Menu

  • The Window menu provides three utility

windows to specify precise values for an object’s properties.

  • The fields that appear in a utility window

depend on the type of object that is selected.

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The Window Menu

The Properties window

  • The Properties window provides direct access to

the physical properties of the currently selected

  • bject.
  • Different fields will appear depending on the type
  • f object that is selected.
  • The properties of several selected objects can be

changed at the same time; select multiple objects, and modify the desired properties in the window.

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The Appearance window

The Window Menu

The Appearance window controls the appearance of selected

  • bjects. Color, fill, tracking and center of mass display are

controlled by this window.

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The Window Menu

The Geometry window controls the geometry of selected bodies. The properties that appear in this window depend on the type of object selected. The figure in the slide shows the geometry window of a rectangle. A rectangle’s geometry is specified by width and height.

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The Window Menu

  • The figure in the slide shows the geometry

window of a polygon.

  • A polygon’s vertices can be altered by editing

the values in this window.

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Creating a Falling Beam

  • 1. The first simulation is based
  • n law of gravity, dropping a

block.

  • 3. To run the simulation and see the block fall due to gravity, click
  • 2. To draw a rectangle, click on

the Rectangle tool, then click in the workspace and draw a long thin rectangular block.

  • 4. Click to reset the simulation.
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Adding a Velocity Vector

  • 1. To add a velocity vector, click on the rectangle.
  • 2. From the Define menu, click on Vectors and then Velocity.
  • 3. Click and observe that the vector changes magnitude as the block

falls.

  • 4. Click . Optional: To show the velocity vector’s x and/or y

component, click on the Define menu, select Vector Display, and check the X and/or Y box.

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Making a Pendulum

  • 1. To make a pendulum, click
  • n the Pin joint tool and then

click on the upper left hand corner of the rectangle.

  • 2. Click and observe that the vector changes magnitude and

direction as the pendulum moves. Click .

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Graphing the Pendulum’s Motion

  • 1. To graph the pendulum’s

motion, click on the rectangle. Under the Measure menu, select Position, then select Rotation Graph.

  • 3. The graph shows the pendulum’s amplitude and frequency. To

make the graph larger, click on the graph and drag its lower right-hand corner to the right.

  • 2. To collect data, click

.

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Changing Gravity

  • 1. To change gravity, click on the

World menu, select Gravity, type the value 20 m/sec2 in the input box, and click [OK].

  • 2. Click and observe that, in agreement with theoretical and

experimental predictions, the pendulum has a higher natural

  • frequency. Click .
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Adding Air Resistance

  • 1. Under the World menu,

select Air Resistance, click on Low Speed, and accept the default air resistance value of 0.3 kg/(m*s) by clicking [OK].

  • 2. Click and observe the exponentially decaying oscillations.

Click .

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Adding a spring

  • 1. To add a spring, click on

the spring tool. Click on the upper right-hand corner of the block and stretch the spring up and to the right.

  • 2. Click and observe

the pendulum's higher natural frequency and new equilibrium

  • position. Click .
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Controlling the Spring Constant

  • 1. To control the spring

constant, click on the

  • spring. Under the Define

menu, select New Control, and then select Spring Constant.

  • 2. The slider that controls

the spring will appear in the left-hand side of the workspace.

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Controlling the Spring Constant

  • 3. To move the slider's

location closer to the spring, click on its title and drag it next to the spring.

  • 4. To see the effect of

varying the spring constant, click and observe that the pendulum’s angle is a function of the spring-

  • constant. Click .
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Pictures

Creating Picture Objects

  • 1. Copy a picture from a paint program onto the Clipboard.

The picture must be in metafile format.

  • 2. Paste the picture into your simulation document.

The picture will appear as a picture object. Attaching Picture Objects to Bodies

  • 1. Select both the body and picture by holding down the Shift key

and clicking on each

  • ne.
  • 2. Choose Attach Picture from the Object menu.

The picture is attached to the body.

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Detaching pictures

Pictures

  • 1. Select the body by clicking on it.

The menu item Attach Picture changes to Detach Picture.

  • 2. Choose Detach Picture from the Object menu.

The picture and body can now be selected separately.

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Building Your Model

This model consists of a ball and a table. The table, represented by a rectangle, is fixed to the background; the ball, represented by a circle, bounces on the table.

  • 1. Create a new Working Model 2D document by choosing New

from the File menu.

  • 2. Select the Circle tool and create a small circular body in the

middle of the workspace.

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  • 3. Select the Rectangle tool and create a

rectangle similar to the one shown. Click the Rectangle tool in the Toolbar, and then draw the rectangle on the screen. Position the circle and rectangle to resemble Figure.

Building Your Model

  • 5. Click once on the rectangle.

An anchor appears on the rectangle to show that the rectangle is now anchored and will not move when you run the simulation.

  • 4. Select the Anchor tool in the Toolbar.

The pointer becomes an anchor.

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Building Your Model

  • 6. Click Run in the Toolbar.

The ball bounces a few times and then comes to rest on the rectangle.

  • 7. Click Reset in the Toolbar.

The ball returns to its initial position.

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Creating Controls

  • You will now create a

simulation with an initial velocity control.

  • You will use a slider control to change the initial velocity of the center
  • f the circle.
  • In this simulation, the circle

will act as a projectile that is fired horizontally from the left.

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Creating Controls

  • 1. Drag the circle and

rectangle so that your screen resembles.

  • 2. Select the circle.
  • 3. Choose New Control from the Define menu. Hold down the

mouse button and choose Initial X Velocity from the submenu. A new control appears. This control specifies the initial velocity of the center of the circle in the x (horizontal) direction.

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Creating Controls

  • 4. Pick an initial x velocity

for the center of the circle by using the slider to raise

  • r lower the value.
  • 5. Run the simulation.

Try to have the ball hit the table by adjusting the initial velocity. Reset the simulation to try again.

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Creating Menu Buttons

  • You will now add menu buttons

to create a demonstration for use by others who are not familiar with Working Model 2D.

  • 1. Choose New Menu Button...

from the Define menu.

  • 2. Choose Run from the list.
  • 3. Click the Run button to watch the simulation.
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Creating Menu Buttons

  • 4. Reset the simulation.
  • 5. Choose New Menu Button...

from the Define menu.

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Player Documents

  • Finally, change this

document into a player simulation.

  • Player simulations are

simplified in a number of

  • ways. Ex. There are no

toolbars, objects cannot be dragged or resized, and menus are greatly simplified.

  • Choose Player Mode from the Edit menu-The Toolbar disappears and

the document becomes a player simulation.

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Switching among Digital, Graph, and Bar Displays

Digital Meter Graph Meter Bar Meter To select the display mode for a meter:

  • 1. Select the meter.

Corner handles appear to indicate that the meter is selected.

  • 2. Click on the arrow button on the top left corner.

Each click cycles the meter types in the order of digital, graph, bar graph, and digital again.

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