Kinematics of Linear and Projectile Motion

Learning Outcomes and Introduction to Kinematics

  • Kinematics Definition: The description of the motion of objects without consideration of what causes the motion (specifically, mass or force are not considered).

  • Categories of motion covered:

    • 1-Dimension (1D): Linear or straight-line motion, specifically horizontal uniform accelerated motion.

    • 2-Dimension (2D): Projectile motion, involving objects launched horizontally (θ=0\theta = 0^{\circ}) or at an angle θ\theta.

  • Core Learning Objectives: Students must define instantaneous, average, and uniform velocity/acceleration; interpret and determine physical quantities from displacement-time (sts-t), velocity-time (vtv-t), and acceleration-time (ata-t) graphs; and solve problems using kinematics equations and projectile motion principles.

Linear Motion Fundamentals

  • Scalar Quantities vs. Vector Quantities:

    • Distance (ss): Defined as the total path length traversed in moving from one location to another. It is a scalar quantity and is always positive. SI Unit: metre (mm).

    • Displacement (ss): Defined as the shortest distance (straight line) between the initial and final points. It is a vector quantity and can be positive, negative, or zero depending on direction. SI Unit: metre (mm).

    • Speed (vv): Distance travelled per unit time interval (v=stv = \frac{s}{t}). It is a scalar quantity.

    • Velocity (vv): Speed in a particular direction; defined as the time rate of change of displacement (v=stv = \frac{s}{t}). It is a vector quantity. SI unit: ms1m\,s^{-1}.

  • Specific Velocity Definitions:

    • Instantaneous Velocity: The velocity at a specific instant of time along the path of motion. It corresponds to the slope of the tangent line on an sts-t graph at that specific point. Formula: v=limΔt0ΔsΔt=dsdtv = \lim_{\Delta t \to 0} \frac{\Delta s}{\Delta t} = \frac{ds}{dt}.

    • Average Velocity: The rate of change of displacement over a finite interval of time. Formula: v=ΔsΔt=s2s1t2t1v = \frac{\Delta s}{\Delta t} = \frac{s_2 - s_1}{t_2 - t_1}.

    • Uniform Velocity: Constant velocity where displacement increases by equal amounts in equal times. For an object moving with uniform velocity, its instantaneous velocity equals its average velocity at any time, and acceleration (aa) is 0ms20\,m\,s^{-2}.

Acceleration

  • Definition: The rate of change of velocity. Since velocity is a vector, acceleration results from a change in speed (magnitude), direction, or both.

  • Type: Vector quantity. SI unit: ms2m\,s^{-2}.

  • Acceleration vs. Deceleration:

    • Acceleration: Moving in the forward direction or speeding up. Occurs when velocity and acceleration have the same signs (e.g., +v+v and +a+a or v-v and a-a).

    • Deceleration: Slowing down. Occurs when velocity and acceleration have opposite signs (e.g., +v+v and a-a or v-v and +a+a).

  • Specific Acceleration Definitions:

    • Average Acceleration (aava_{av}): Defined as the rate of change in velocity: aav=ΔvΔt=v2v1t2t1a_{av} = \frac{\Delta v}{\Delta t} = \frac{v_2 - v_1}{t_2 - t_1}. The direction is the same as the motion if accelerating, and opposite to motion if decelerating.

    • Instantaneous Acceleration (aa): The acceleration at a particular instant of time: a=limΔt0ΔvΔt=dvdta = \lim_{\Delta t \to 0} \frac{\Delta v}{\Delta t} = \frac{dv}{dt}. It is represented by the gradient of the tangent line on a vtv-t graph.

    • Uniform Acceleration: Constant acceleration that does not change over time. The object's velocity changes at a constant rate along a fixed direction.

Graphical Representation of Motion

  • Displacement-Time Graph (sts-t):

    • Gradient: Represents velocity (v=s2s1t2t1v = \frac{s_2 - s_1}{t_2 - t_1}).

    • Horizontal line: Object is stationary / at rest (v=0v = 0).

    • Straight line with constant slope: Uniform (constant) velocity.

    • Curved line: Changing velocity (acceleration or deceleration). A steeper slope indicates higher speed; a gentler slope indicates lower speed.

    • Negative slope: Uniform velocity returning to the starting point.

  • Velocity-Time Graph (vtv-t):

    • Gradient: Represents acceleration (a=v2v1t2t1a = \frac{v_2 - v_1}{t_2 - t_1}).

    • Area under the graph: Represents displacement.

    • Horizontal line (v0v \neq 0): Uniform velocity (a=0a = 0).

    • Positive slope: Speeding up (acceleration).

    • Negative slope: Slowing down (deceleration) or speeding up in the opposite direction.

  • Acceleration-Time Graph (ata-t):

    • Area under the graph: Represents the change in velocity (Δv\Delta v).

Physical Meanings of Linear Graph Scenarios

  • Scenario 1 (Horizontal line at s=0,v=0,a=0s=0, v=0, a=0): Object is at rest/static/stationary.

  • Scenario 2 (Straight upward diagonal on sts-t): Moving in positive direction, constant velocity, a=0a = 0.

  • Scenario 3 (Concave upward curve on sts-t): Moving in positive direction, velocity increases, constant positive acceleration.

  • Scenario 4 (Concave downward curve on sts-t): Moving in positive direction, velocity decreases, constant negative deceleration.

  • Scenario 5 (Straight downward diagonal on sts-t starting from positive displacement): Moving in negative/opposite direction, constant velocity, a=0a = 0.

  • Scenario 6 (Curve toward negative displacement on sts-t): Moving in negative direction, velocity increases (negatively), constant negative acceleration.

  • Scenario 7 (Decurving toward horizontal on sts-t in negative direction): Moving in negative direction, velocity decreases, constant positive deceleration.

Uniformly Accelerated Motion

  • Kinematics Equations (Equations of Motion):

    1. v=u+atv = u + at

    2. s=12(u+v)ts = \frac{1}{2}(u + v)t

    3. s=ut+12at2s = ut + \frac{1}{2}at^2

    4. v2=u2+2asv^2 = u^2 + 2as

  • Implicit Data for Problem Solving:

    • Initially at rest: u=0ms1u = 0\,m\,s^{-1}.

    • Finally stops: v=0ms1v = 0\,m\,s^{-1}.

    • Decelerates or brakes: Acceleration aa is negative.

    • Uniform velocity: a=0ms2a = 0\,m\,s^{-2} (Equations simplify to s=vts = vt).

  • Derivation Principles:

    • Velocity is the gradient of the sts-t graph.

    • Acceleration is the gradient of the vtv-t graph.

    • Displacement is the area under the vtv-t graph (Area of trapezium).

Projectile Motion

  • Definition: A form of motion experienced by a projectile thrown near Earth's surface moving along a curved parabolic path under the action of gravity only (air resistance negligible).

  • Key Principle: Horizontal and vertical motions are independent. They do not influence each other and are analyzed separately along perpendicular axes.

  • Motion Components:

    • Horizontal (xx-direction): No acceleration (ax=0a_x = 0). Velocity is constant (ux=vxu_x = v_x).

    • Vertical (yy-direction): Acceleration is constant and directed downward due to gravity (ay=g=9.81ms2a_y = -g = -9.81\,m\,s^{-2}. Velocity changes by 9.81ms19.81\,m\,s^{-1} every second.

  • Equations for Projectile Motion:

    • Horizontal:

      • ux=ucos(θ)u_x = u \cos(\theta)

      • vx=uxv_x = u_x (constant)

      • sx=uxts_x = u_x t

    • Vertical:

      • uy=usin(θ)u_y = u \sin(\theta)

      • vy=uygtv_y = u_y - gt

      • sy=uyt12gt2s_y = u_y t - \frac{1}{2}gt^{2}

      • vy2=uy22gsyv_y^2 = u_y^2 - 2gs_y

  • Resultant Velocity at time tt:

    • Magnitude: v=vx2+vy2v = \sqrt{v_x^2 + v_y^2}

    • Direction: θ=tan1(vyvx)\theta = \tan^{-1}(\frac{v_y}{v_x}) (measured from the horizontal axis).

  • Specific Cases:

    • Case 1 (Full Projectile): Returns to the same vertical level. Total flight time T=2tHT = 2 t_H (where tHt_H is time to max height). At max height, vy=0v_y = 0. Range (RR) is max when θ=45\theta = 45^{\circ}.

    • Case 2 (Launched from height at an angle): Final vertical displacement sy=hs_y = -h because the landing point is lower than the starting point.

    • Case 3 (Launched horizontally, θ=0\theta = 0^{\circ}): Initial vertical velocity uy=0u_y = 0. Displacement sy=hs_y = -h. Horizontal velocity vx=uv_x = u.

Problem Solving Examples

  • Example 2.1.1 (Toy Train): Displacement-time graph analysis shows intervals of constant velocity (0.67cms10.67\,cm\,s^{-1}, then stopped, then 1.50cms11.50\,cm\,s^{-1}). Instantaneous velocity calculation at t=12st=12\,s gives 1.50cms11.50\,cm\,s^{-1}.

  • Example 2.1.2 (Lift Motion): Analysis of vtv-t graph. Total distance found by adding total areas (115m115\,m). Total displacement found by taking signed sum of areas (15m15\,m). Average acceleration between 20s20\,s and 40s40\,s is 0.4ms2-0.4\,m\,s^{-2}.

  • Example 2.2.1 (Plane landing): Given u=50ms1u = 50\,m\,s^{-1}, s=1kms = 1\,km, v=0v = 0. Found deceleration a=1.25ms2a = -1.25\,m\,s^{-2} and time to stop t=40st = 40\,s.

  • Example 2.2.3 (Bus vs Car): A bus (30ms130\,m\,s^{-1}) passes a stationary car. The car starts after 5s5\,s with a=2ms2a = 2\,m\,s^{-2}. The car takes 15s15\,s to reach the bus's velocity. Distance travelled when level (overlapping displacement) is 1183m1183\,m at t=39.4st = 39.4\,s.

  • Example 2.3.1 (Superman): Initial speed 200ms1200\,m\,s^{-1} at 6060^{\circ}. At t=2st = 2\,s, position is (200m,326m)(200\,m, 326\,m). Time to reach max height is 17.6s17.6\,s. Max height H=1525mH = 1525\,m. Horizontal range R=3520mR = 3520\,m.

  • Example 2.3.4 (Basketball Shot): Player (2.00m2.00\,m tall) shoots from 10.0m10.0\,m distance to a hoop (3.05m3.05\,m high) at a 40.040.0^{\circ} angle. Relative height sy=1.05ms_y = 1.05\,m. Initial speed required calculated as u=10.67ms1u = 10.67\,m\,s^{-1}.