Kinematics in Two Dimensions; Vectors

Chapter 3: Kinematics in Two Dimensions; Vectors

Contents of Chapter 3

  • Vectors and Scalars

  • Addition of Vectors—Graphical Methods

  • Subtraction of Vectors and Multiplication of a Vector by a Scalar

  • Adding Vectors by Components

  • Projectile Motion

  • Solving Projectile Motion Problems

  • Projectile Motion Is Parabolic

  • Relative Velocity

3-1 Vectors and Scalars

  • Definition of a Vector:

    • A vector has magnitude and direction.

    • Examples of vector quantities: displacement, velocity, force, momentum.

  • Definition of a Scalar:

    • A scalar has only a magnitude.

    • Examples of scalar quantities: mass, time, temperature.

Scalars and Vectors

  • A scalar quantity is described by a single number (with a unit).

  • A vector quantity has both a size (How far? or How fast?) and a direction (Which way?).

  • The size or length of a vector is called its magnitude.

  • Vectors are graphically represented as arrows, where the length indicates magnitude and the arrow points in the direction of the vector.

Displacement Vectors

  • The displacement vector indicates the distance and direction of an object’s motion.

  • It is drawn from the initial position to the final position, regardless of the actual path followed.

Tactics Box 1.3: Adding Vectors

  • To find the net displacement for a trip with two legs, add the two displacement vectors as follows:

    1. Draw vector A.

    2. Place the tail of vector B at the tip of vector A.

    3. Draw an arrow from the tail of A to the tip of B, representing vector A + B.

    • Refer to: PhET: Vectors and Motion; Text page 20.

Vectors and Trigonometry

  • Trigonometry is utilized to calculate lengths and angles of triangles, which is essential when working with displacement vectors and other vectors.

3-2 Addition of Vectors—Graphical Methods

  • For vectors in one dimension, straightforward addition and subtraction are sufficient, with careful attention to signs.

  • In two dimensions, the addition of vectors becomes complex if they travel along non-overlapping paths.

    • The Pythagorean Theorem is applied for calculative displacement.

Graphical Methods for Vector Addition

  • Adding vectors in different orders yields the same result (known as the parallelogram method).

  • Vectors not at right angles can be added using the “tail-to-tip” method.

  • Parallelogram Method: Place vectors tail-to-tip to find resultant vector magnitudes and angles.

QuickCheck 1.7

  • Quick checks for students to understand how to calculate P + Q visually and conceptually.

Example 1.7: How Far Away Is Anna?

  1. Anna walks 90 m due east and then 50 m due north. To calculate her displacement, follow the structured approach outlined below:

    • STRATEGIZE: Utilize trigonometry; sketch to form a right triangle.

    • PREPARE: Set the origin at Anna’s starting position, with subsequent vectors formulated as d₁ and d₂.

    • SOLVE: Use the right triangle formed by her movement, where 90 m is adjacent, and 50 m is opposite.

  2. The hypotenuse (net displacement) can be calculated using the Pythagorean theorem:

    • d<em>net2=d</em>12+d22d<em>{net}^2 = d</em>1^2 + d_2^2

    • dnet=exthypotenuse=extsqrt((90extm)2+(50extm)2)=103.1extmd_{net} = ext{hypotenuse} = ext{sqrt}( (90 ext{ m})^2 + (50 ext{ m})^2) = 103.1 ext{ m}

    • Rounded appropriately gives 100 m.

  3. To assess the angle (θθ):

    • θ=an1(rac50extm90extm)θ = an^{-1}\bigg( rac{50 ext{ m}}{90 ext{ m}}\bigg)

    • Calculates angle north of east approximately 29°.

  4. ASSESS: The derived displacement and angle are validated against geometric expectations.

Velocity Vectors

  • The velocity vector points in the direction of motion, and its magnitude is equivalent to the speed of the object.

3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar

  • Subtraction of Vectors: Defines the negative of a vector, which has the same magnitude but points in the opposite direction. This negative vector is then added.

Tactics Box 3.1: Subtracting Vectors

  • To subtract B from A:

    1. Draw A.

    2. Place the tail of vector -B at the tip of vector A.

    3. Draw an arrow from A’s tail to -B’s tip; this represents vector A - B.

    • Refer to: Text page 74.

3-4 Adding Vectors by Components

  • Any vector can be expressed as the sum of two perpendicular vectors (components).

Component Vectors

  • For vector A in an xy-coordinate system, define two new component vectors parallel to the axes, such that: A=A<em>x+A</em>yA = A<em>x + A</em>y

Tactics Box 3.2: Determining the Components of a Vector

  1. The magnitude of the x-component, AxA_x, is the absolute value respective to direction.

  2. The sign of AxA_x indicates the direction along the x-axis.

  3. The y-component AyA_y follows similar principles regarding direction.

Finding the Components of a Vector

  • Components can be derived via trigonometry:

    • Ax=Acos(θ)A_x = A \cdot cos(θ)

    • Ay=Asin(θ)A_y = A \cdot sin(θ)

  • The full magnitude of vector A can be computed: A=extsqrt(A<em>x2+A</em>y2)A = ext{sqrt}( A<em>x^2 + A</em>y^2 )

  • The angle can also be determined using tangent: θ=an1(racA<em>yA</em>x)θ = an^{-1}\bigg( rac{A<em>y}{A</em>x}\bigg)

3-5 Projectile Motion

  • Definition: A projectile is an object moving in two dimensions under the influence of Earth’s gravity; its trajectory is parabolic.

Understanding Projectile Motion

  • Analyze horizontal and vertical motions independently.

  • The x-direction velocity remains constant, while in the y-direction, acceleration due to gravity (≈ gg = 9.8 m/s²) occurs.

  • Two balls dropped simultaneously depict that the vertical positions are identical over time, while one maintains a constant horizontal position.

Initial Angle θ₀

  • When launched at angle θ0θ_0, consider that the initial velocity consists of vertical and horizontal components.

3-6 Solving Projectile Motion Problems

  • Steps to Follow:

    1. Read the problem.

    2. Draw a diagram.

    3. Choose coordinate systems.

    4. Determine the time interval for both dimensions.

    5. Analyze x and y motions separately.

    6. Identify known and unknown variables, particularly velocity at the apex of the trajectory.

    7. Use proper kinematic equations and proceed logically to solve for unknowns.

Problem-Solving Approach 3.1

  • STRATEGIZE: Address horizontal and vertical motions as interrelated yet distinct problems.

  • PREPARE:

    • Assume ideal projectile conditions.

    • Draw a comprehensive visual representation.

    • Create a coordinate system with defined axes where horizontal acceleration is zero ( a<em>x=0a<em>x = 0 ) and vertical acceleration is free fall ( a</em>y=ga</em>y = -g ).

Example 3.9: Dock Jumping

  1. Problem Layout: A dog runs off a dock at 8.5 m/s with a height of 0.61 m.

  2. PREPARE: Identify both horizontal and vertical component velocities.

    • v<em>x</em>i=8.5extm/sv<em>{x</em>i}= 8.5 ext{ m/s} and v<em>y</em>i=0extm/sv<em>{y</em>i}= 0 ext{ m/s}

  3. Since these motions are independent, estimate how long the dog remains in free fall.

  4. Use vertical motion equations to find Δt\Delta t for the dog to drop 0.61 m.

    • Vertical equation: y<em>f=y</em>i+v<em>y</em>iΔtrac12g(Δt)2y<em>f = y</em>i + v<em>{y</em>i} \cdot \Delta t - rac{1}{2}g (\Delta t)^2; solve to find Δt0.35exts\Delta t ≈ 0.35 ext{ s}

  5. Calculate horizontal distance using the uniform motion equation:

    • x<em>f=x</em>i+vxΔt=8.5extm/s0.35exts=3.0extmx<em>f = x</em>i + v_{x} \cdot \Delta t = 8.5 ext{ m/s} \cdot 0.35 ext{ s} = 3.0 ext{ m}

  6. ASSESS: A horizontal distance of 3.0 m aligns with expected behavior for this scenario.

3-7 Projectile Motion Is Parabolic

  • The equation of projectile motion can be resolved into the form of a parabola, where: y=AxBx2y = Ax - Bx^2

3-8 Relative Velocity

  • Definition: Velocity as measured relative to different reference frames involves adding or subtracting vector quantities.

  • Each velocity is denoted with corresponding objects and reference frames.

Relative Motion Example

  • A runner moves at differing perceived speeds relative to observers.

  • Specific formulae for relative velocities are derived based on their positional relationships.

Example 3.14: Finding the Ground Speed of an Airplane

  1. Context: A plane traveling 500 mph towards the east confronts a wind of 100 mph blowing south.

  2. STRATEGIZE: Frame relative velocities via vectors.

    • v<em>pg=v</em>pa+vagv<em>{pg} = v</em>{pa} + v_{ag}

  3. PREPARE: with visual figures to represent motion.

  4. SOLVE: Use right triangle relationships to find resultant velocities:

    • vpg=extsqrt((500extmph)2+(100extmph)2)=510extmphv_{pg} = ext{sqrt}( (500 ext{ mph})^2 + (100 ext{ mph})^2) = 510 ext{ mph}

    • Angle: θ=an1(rac100extmph500extmph)=11°θ= an^{-1}\bigg( rac{100 ext{ mph}}{500 ext{ mph}}\bigg) = 11°

  5. Result: vpg=(510extmph,11°extsouthofeast)v_{pg} = (510 ext{ mph}, 11° ext{ south of east})

Summary of Chapter 3

  • Understanding vectors vs scalars:

  • Vector addition through graphical means or component analysis.

  • Projectile motion defined with key gravitational effects.

Summary: General Principles

  • Projectile characteristics under gravity and free-fall acceleration interactions.

  • Derived kinematic equations for path prediction and analysis.

Summary: Important Concepts

  • Decomposition of vectors into their components and understanding directionality and signs.

Summary: Applications

  • Motion dynamics across ramps and relative motion understandings regarding reference points.