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Kinematics in Two-Dimensions www.njctl.org Slide 3 / 92 How to - PDF document

Slide 1 / 92 Slide 2 / 92 Kinematics in Two-Dimensions www.njctl.org Slide 3 / 92 How to Use this File Each topic is composed of brief direct instruction There are formative assessment questions after every topic denoted by black


  1. Slide 1 / 92 Slide 2 / 92 Kinematics in Two-Dimensions www.njctl.org Slide 3 / 92 How to Use this File Each topic is composed of brief direct instruction · There are formative assessment questions after every topic · denoted by black text and a number in the upper left. > Students work in groups to solve these problems but use student responders to enter their own answers. > Designed for SMART Response PE student response systems. > Use only as many questions as necessary for a sufficient number of students to learn a topic. Full information on how to teach with NJCTL courses can be · found at njctl.org/courses/teaching methods

  2. Slide 4 / 92 Table of Contents Click on the topic to go to that section Vector Notation · Projectile Motion · Uniform Circular Motion · Relative Motion · Slide 5 / 92 Vector Notation Return to Table of Contents Slide 6 / 92 Position and Velocity Vectors Motion problems in one dimension are interesting, but frequently, objects are moving in two, and even three dimensions (four, when you count time as a dimension in special and general relativity). This is where the vector notation learned earlier comes in very handy, and we will start by defining a position vector, .

  3. Slide 7 / 92 Slide 8 / 92 Slide 9 / 92 Average Velocity As an object moves from one point in space to another, the average velocity of its motion can be described as the displacement of the object divided by the time it takes to move. (average velocity vector)

  4. Slide 10 / 92 Instantaneous Velocity To find the instantaneous velocity (the velocity at a specific point in time) requires the time interval to be so small that it can effectively be reduced to 0, which is represented as a limit. 
 
 
 (instantaneous velocity vector) Notation note: it will be assumed that all the motion vectors are time dependent, so after this slide x(t), y(t) and z(t) will be shown as x, y and z (same convention for velocity and acceleration). Slide 11 / 92 Instantaneous Velocity Components The instantaneous velocity has three different components: v x , v y , and v z (any of which can equal zero). Each component is shown below: Vector representation: Slide 12 / 92 Average Acceleration Acceleration is the rate at which the velocity is changing, and the average acceleration can be found by taking the difference of the final and initial velocity and dividing it by the time it takes for that event to occur.

  5. Slide 13 / 92 Instantaneous Acceleration Just as we can find the velocity at a specific point in time, we can also find the instantaneous acceleration using a limit. Slide 14 / 92 Instantaneous Acceleration The instantaneous acceleration has three different components: a x , a y , and a z (any of which can equal zero). Each component is shown below: Vector representation: Slide 15 / 92 1 The vector, , describes the position of a particle as a function of time. Find the expression for the velocity and acceleration vectors expressed as a function of time.

  6. Slide 15 (Answer) / 92 1 The vector, , describes the position of a particle as a function of time. Find the expression for the velocity and acceleration vectors expressed as a function of time. Answer [This object is a pull tab] Slide 16 / 92 2 The vector, , describes the position of a particle as a function of time. Find the expression for the velocity and acceleration vectors expressed as a function of time. Slide 16 (Answer) / 92 2 The vector, , describes the position of a particle as a function of time. Find the expression for the velocity and acceleration vectors expressed as a function of time. Answer [This object is a pull tab]

  7. Slide 17 / 92 Integration The unit on One Dimension Kinematics showed how to obtain position from velocity, and velocity from acceleration through integration techniques. The same method works for two and three dimensions. Each component is shown below, and since we are only looking for instantaneous values, we will leave out the limits of integration: Slide 18 / 92 Integration Here is it what it looks like from a vector point of view, where we start with acceleration and integrate twice to get to position: Slide 19 / 92 3 The vector, , describes the acceleration of a particle as a function of time. Find the expression for the velocity and position vectors expressed as a function of time.

  8. Slide 19 (Answer) / 92 3 The vector, , describes the acceleration of a particle as a function of time. Find the expression for the velocity and position vectors expressed as a function of time. Answer [This object is a pull tab] Slide 20 / 92 Slide 20 (Answer) / 92

  9. Slide 21 / 92 Instantaneous values Once the vector for position, velocity or acceleration is found, either by differentiation or integration, the instantaneous value can be found by substituting the value of time in for t. Notation note: When you find the value of the position, velocity or vector, just leave it in vector notation - don't worry about the units - at this point in your physics education, its assumed you know them! Slide 22 / 92 Slide 22 (Answer) / 92

  10. Slide 23 / 92 6 What is the velocity of an object at t = 3 s if its acceleration is described by ? Slide 23 (Answer) / 92 6 What is the velocity of an object at t = 3 s if its acceleration is described by ? Answer [This object is a pull tab] Slide 24 / 92 Projectile Motion Return to Table of Contents

  11. Slide 25 / 92 Projectile Motion Have you ever thrown an object in the air or kicked a soccer ball to a friend and watched the path in space it followed? The path is described by mathematics and physics - it is a parabolic path - another reason why you studied parabolas in mathematics. v y v x v x v x v y v v y v x v x The above is an x-y plot that shows v y the path of the object - and shows at Take a minute and various points, the velocity vectors. discuss the behavior of the v y vectors. Slide 26 / 92 Projectile Motion The v y vectors are acting as studied earlier - v y is maximum at the launch point, decreases under the influence of the gravitational field, reaches zero at the apex, and then increases until it reaches the negative of the initial velocity right before it strikes the ground. v y v x v x v x v y v v y v x v x v y Now that the v y behavior has been reviewed, what else do you notice about this picture? Slide 27 / 92 Projectile Motion Just as in mathematics where a vector is resolved into two perpendicular vectors (x and y), in real life, the x motion is independent of the y motion and can be dealt with separately. v y v x v x v x v y v v y v x v x v y The v y vectors change because after launch, the only force acting on the ball in the y direction is gravity. But, neglecting friction, there are NO forces acting in the x direction. So v x is constant throughout the motion.

  12. Slide 28 / 92 Projectile Velocity v y v x v x v x v y v v y v x v y v x Vector analysis for the velocity gives us: v total v y v y θ v x Slide 29 / 92 Velocity of a Projectile v y v x v x v x v y v v y v x v x v y In 1D Kinematics, you are used to the velocity of the object at its apex being zero. For 2D Kinematics, the y velocity is zero, but it has a total velocity because it still has a velocity component in the x direction. What is the direction of the acceleration vector at each point? Slide 30 / 92 Acceleration of a Projectile a y = -g a y = -g a y = -g a y = -g a y = -g Near the surface of the planet Earth, there is zero acceleration in the x direction, and a constant acceleration, with magnitude, g, in the negative y direction. This is true, regardless of the direction of the velocity or displacement of the projectile. a x = 0 a y = -g

  13. Slide 31 / 92 Motion of a Projectile v y v x v x v x v y v v y v x v x v y You know from experience that this motion is a parabola. Let's see if this can be derived mathematically, by examining the position equations in the x and y direction. In the absence of a given initial point, we are free to set x 0 = y 0 = 0. The acceleration in the x direction is zero, and the acceleration in the y direction is "-g." Slide 32 / 92 Motion of a Projectile v y v x v x v x v y v v y v x v x v y We're using parametric equations here, where t is the parameter, and we're free to manipulate the x and y equations simultaneously, since they both are true for any given t. For more info - see your math teacher! The constants are combined, represented by A and B, and y is now expressed in terms of x. Plug A = 2.8 and B = 0.18 and see what your graphing calculator or other electronic device plots. Slide 33 / 92 Motion of a Projectile v y v x v x v x v y v v y v x v x v y Here's the plot - looks like the sketch above. That's good.

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