Notes on Motion, Vectors, and Projectile Motion

Motion and Reference Frames

  • All motion is relative; it depends on a reference frame.

  • A reference frame is the position from which an event is observed.

  • Relative speeds example (from transcript):

    • If an object moves at 200 km/h and the observer (reference) moves at 40 km/h in the same line, the observed relative speed can be 240 km/h (toward the target) or 160 km/h (away from the target), depending on direction.

Speed

  • Speed is the distance traveled during a specific unit of time.

  • Speed is a scalar quantity: described by magnitude only (no direction).

  • Constant speed: a fixed distance per unit time.

  • Average speed: includes the total distance and total time.

  • Key formulas:

    • S = \frac{d}{t}

    • S_{\text{avg}} = \frac{\text{total distance}}{\text{total time}}

Velocity

  • Velocity is the displacement of an object during a specific unit of time.

  • Displacement includes a direction; velocity therefore has direction as well.

  • Velocity is a vector (has magnitude and direction).

  • Speed with direction = velocity.

  • Key formulas:

    • \mathbf{v} = \frac{\Delta \mathbf{x}}{\Delta t}

  • Average velocity:

    • v{\text{avg}} = \frac{xf - xi}{tf - t_i}

  • Notes:

    • Velocity changes as position changes; displacement is a vector, while distance is a scalar.

Position vs. Time Graphs

  • The slope of a position-time graph represents velocity.

  • Position vs Time: vertical axis is position, horizontal axis is time.

  • The slope changes when velocity changes.

  • The steeper the slope, the greater the velocity.

  • The average velocity will generally differ from any instantaneous slope on the graph.

  • Any point on the line gives a corresponding instantaneous velocity.

Change in Direction

  • A change in direction on a position-time graph is shown by a switch from positive slope to negative slope, or from negative to positive.

  • A negative slope indicates motion toward the origin; a positive slope indicates motion away from the origin.

  • No motion is shown as a horizontal line (zero slope); position does not change.

Motion Maps

  • A motion map represents the position, velocity, and acceleration of an object at one-second intervals.

  • How to read:

    • Start with dots closest to the position line.

    • If the object moves away from the origin at a constant velocity, dots spread out at equal time intervals.

    • If it stops, dots stay in place for that interval.

    • If it then moves toward the origin at a slower constant velocity, spacing changes accordingly.

Lesson Goals

  • Differentiate between speed and velocity.

  • Describe motion of an object using different reference frames.

  • Solve speed and velocity problems using graphs and equations.

  • Interpret motion maps to describe linear motion.

Key Concepts

  • All motion is relative; it depends on a reference frame.

  • Speed is the distance traveled during a unit of time: S = \frac{d}{t}

  • Velocity is the displacement per unit time: \mathbf{v} = \frac{\Delta \mathbf{x}}{\Delta t}

Key Concepts (Position-Time Graphs)

  • A position-time graph shows the relationship of position over time for a moving object.

  • The slope represents the object's velocity: v = \frac{dx}{dt}

  • The slope changes when velocity changes; a steeper slope means higher speed.

Acceleration

  • Acceleration is the rate at which velocity changes over time.

  • Positive acceleration occurs when an object speeds up in the positive direction or slows down in the negative direction.

  • Negative acceleration occurs when an object slows down in the positive direction or speeds up in the negative direction.

  • When velocity changes, acceleration is present; when velocity is constant, acceleration is zero.

Acceleration Formulas (Constant Acceleration)

  • When acceleration is constant, several useful equations (SUVAT) can be derived:

  • General definitions:

    • a = \frac{\Delta v}{\Delta t}

    • v = v_0 + a t

    • x = x0 + v0 t + \tfrac{1}{2} a t^2

    • v^2 = v0^2 + 2a\,(x - x0)

Example: Final Position of a Train

  • Given: initial velocity v0 = 15\ \text{m/s}, acceleration a = 5\ \text{m/s}^2, time t = 10\ \text{s}, initial position x0 = 0\,\text{m}

  • Use: x = x0 + v0 t + \tfrac{1}{2} a t^2

  • Calculation:

    • x_f = 0 + (15)(10) + \tfrac{1}{2}(5)(10)^2 = 150 + 250 = 400\ \text{m}

Velocity vs. Time Graphs

  • A velocity-time graph shows how velocity changes over time.

  • The slope of a velocity-time graph represents acceleration:

    • a = \frac{\Delta v}{\Delta t} = \frac{dv}{dt}

  • The area under the velocity-time curve gives displacement:

    • \Delta x = \int v\,dt

  • For constant acceleration, a line with nonzero slope indicates changing velocity; a horizontal line indicates no acceleration (constant velocity).

  • The area under a velocity-time graph between t1 and t2 is the displacement over that interval, and for constant acceleration, \Delta x = \tfrac{1}{2}(v_0 + v) t where v is the final velocity after time t.

Displacement under Constant Acceleration

  • Total displacement during a motion with initial velocity v0 and acceleration a over time t can be found by several equivalent expressions:

    • \Delta x = v_0 t + \tfrac{1}{2} a t^2

    • \Delta x = \frac{v0 + vf}{2}\, t

    • More generally, for nonzero initial positions: x = x0 + v0 t + \tfrac{1}{2} a t^2

  • Note: For motion maps with changing acceleration or direction, different time intervals may show different slopes or changes in curvature.

Key Concepts (Acceleration)

  • Acceleration is the rate at which velocity changes over time: a = \frac{\Delta v}{\Delta t}

  • Positive acceleration: speed up in the positive direction or slow down in the negative direction.

  • Negative acceleration: slow down in the positive direction or speed up in the negative direction.

  • With constant acceleration, the above SUVAT equations apply.

  • The slope of a velocity-time graph corresponds to acceleration; the graph’s area relates to displacement.

Vectors: Basics

  • A vector is a quantity with both magnitude and direction.

  • Examples: displacement, velocity, acceleration.

  • Vectors are drawn with arrows; represented graphically or algebraically.

  • Two displacements are equal if they have the same magnitude and direction.

Two-Dimensional Vectors and Resultants

  • The resultant vector is the sum of two or more vectors.

  • If vectors are perpendicular, the magnitude of the resultant is given by:

    • R = \sqrt{A^2 + B^2}

  • If vectors form an angle (\theta), the magnitude is:

    • R = \sqrt{A^2 + B^2 + 2AB\cos\theta}

Components of Vectors

  • The components of a vector are the parts perpendicular to each other:

    • A_x = A\cos\theta

    • A_y = A\sin\theta

  • Resolution: given a vector, resolve into x and y components and sum components to get the resultant.

  • Sign of a component depends on the quadrant in which the vector lies:

    • First quadrant: both components positive

    • Second quadrant: Ax negative, Ay positive

    • Third quadrant: both negative

    • Fourth quadrant: Ax positive, Ay negative

Example: Components of Vectors

  • A truck travels 16.0 km on a straight road that is 40° north of east.

    • East is +x, North is +y.

    • Components:

    • A_x = 16.0\text{ km} \cos 40^{\circ} \approx 12.3\text{ km}

    • A_y = 16.0\text{ km} \sin 40^{\circ} \approx 10.3\text{ km}

Algebraic Addition of Vectors

  • If vectors are not perpendicular, resolve each into x and y components and add along each axis to get the resultant components:

    • Rx = Ax + Bx\,,\quad Ry = Ay + By

    • The resultant magnitude: R = \sqrt{Rx^2 + Ry^2}

    • The resultant direction: \tan\theta = \frac{Ry}{Rx}

  • Example (plane flying in two legs):

    • Leg 1: 182 km/h at 25° east of south (east component positive, south is negative y)

    • Leg 2: 170 km/h at 10° north of west (west is negative x, north is positive y)

    • Components (with x = east, y = north):

    • Leg 1: v{1x} = +182\sin 25^{\circ}, \quad v{1y} = -182\cos 25^{\circ}

    • Leg 2: v{2x} = -170\cos 10^{\circ}, \quad v{2y} = +170\sin 10^{\circ}

    • Over 1 hour for each leg, total components:

    • Rx = v{1x} + v_{2x} \approx 76.9 - 167.4 = -90.5\ \text{km/h}

    • Ry = v{1y} + v_{2y} \approx -165.0 + 29.5 = -135.5\ \text{km/h}

    • Resultant magnitude: R = \sqrt{(-90.5)^2 + (-135.5)^2} \approx 162.9\ \text{km/h}

    • Direction: angle from west toward south: \theta = \tan^{-1}\left(\frac{|Ry|}{|Rx|}\right) \approx \tan^{-1}\left(\frac{135.5}{90.5}\right) \approx 56^{\circ}

    • Therefore: approx. 56^{\circ}\text{ South of West}

Projectile Motion

  • Projectile motion is the curved motion from horizontal inertia combined with gravity pulling downward.

  • Key examples: ball off a table, cannonball, jump shot.

  • Projectiles follow a parabolic path; motion in horizontal and vertical directions is independent.

Horizontally Launched Projectiles

  • Horizontal motion:

    • Horizontal velocity is constant; acceleration in horizontal direction is zero.

  • Vertical motion:

    • Vertical velocity changes; acceleration is downward: a_y = -g\quad (g \approx 9.8\ \text{m/s}^2)

Horizontally Launched Projectiles (Equations)

  • Horizontal: vx = v{0x} = \text{constant}, x(t) = x0 + v{0x} t

  • Vertical: vy(t) = v{0y} - g t

  • Vertical position: y(t) = y0 + v{0y} t - \tfrac{1}{2} g t^2

Example: Pencil off a Desk (Horizontally Launched)

  • Given: height drop Ay = -0.76 m, horizontal distance Ax = 0.32 m, g = 9.8 m/s^2

  • Time of fall from height: t = \sqrt{\frac{2|Ay|}{g}} = \sqrt{\frac{2(0.76)}{9.8}} \approx 0.395\ \text{s}

  • Horizontal speed: v_{0x} = \frac{Ax}{t} = \frac{0.32\ \text{m}}{0.395\ \text{s}} \approx 0.81\ \text{m/s}

Projectiles Launched at an Angle

  • A launch with speed V0 at angle $\theta$ above the horizontal has initial components:

    • v{0x} = V0 \cos\theta

    • v{0y} = V0 \sin\theta

  • Horizontal motion:

    • vx = v{0x} = V_0 \cos\theta \quad (\text{constant})

    • x(t) = x0 + v{0x} t

  • Vertical motion:

    • vy(t) = v{0y} - g t = V_0 \sin\theta - g t

    • y(t) = y0 + v{0y} t - \tfrac{1}{2} g t^2 = y0 + V0 \sin\theta\, t - \tfrac{1}{2} g t^2

Key Concepts for Vectors and Projectile Motion

  • $V{ix} = V0 \cos\theta$, $V{iy} = V0 \sin\theta$ for launch at angle $\theta$.

  • Horizontal motion is independent of vertical motion for projectiles.

  • The magnitude of a resultant velocity in two dimensions uses vector components: $R = \sqrt{vx^2 + vy^2}$ at any instant.

Summary of Practical Steps for Vector Problems

  • Resolve vectors into x and y components:

    • Ax = A \cos\theta, \quad Ay = A \sin\theta

  • Sum components along each axis to get resultant components:

    • Rx = \sum Ax, \quad Ry = \sum Ay

  • Find magnitude and direction of the resultant:

    • R = \sqrt{Rx^2 + Ry^2}, \quad \theta = \tan^{-1}\left(\frac{Ry}{Rx}\right)

Quick Reference Formulas (Constant Acceleration)

  • Velocity with constant acceleration: v = v_0 + a t

  • Position with constant acceleration: x = x0 + v0 t + \tfrac{1}{2} a t^2

  • Velocity squared relation: v^2 = v0^2 + 2 a (x - x0)

  • Displacement under constant acceleration (alternative forms):

    • \Delta x = v_0 t + \tfrac{1}{2} a t^2

    • \Delta x = \frac{v_0 + v}{2}\, t

Notes on Reading the Content

  • The material emphasizes differentiating between speed (scalar) and velocity (vector).

  • It emphasizes interpreting motion via graphs (position-time and velocity-time) and via motion maps.

  • It introduces both one-dimensional motion and two-dimensional vector motion, including how to combine vectors and how to decompose them into components for addition.

  • It connects the kinematic equations to practical examples (train, pencil, plane, projectile motion).