One-Dimensional Motion: Comprehensive Notes

One-Dimensional Motion at Constant Velocity

  • Introduction to kinematics: study of motion, focusing here on motion descriptions rather than causes (dynamics discussed later).

    • This pre-lecture covers straight-line motion at constant velocity.
    • Real-world examples: a blood cell moving along a capillary; a swimmer racing down a pool.
    • In a subsequent pre-lecture, we expand to accelerated straight-line motion (e.g., an airplane accelerating down a runway).
  • Learning objectives for this pre-lecture:

    • Explain what is meant by linear motion (motion along a straight line).
    • Understand the meanings and relationships among displacement, average velocity, and constant velocity.
    • Solve problems involving linear motion at constant velocity.
  • Coordinate system and position:

    • We describe the motion of an object using a coordinate system with position denoted by x as a function of time t.
    • The origin, or reference position, is defined as x = x_0 = 0 in the chosen coordinate system.
    • The coordinate system defines the positive direction; an object's position is positive if it lies on the positive side of the origin, and negative if on the negative side.
    • In the SI system, position is measured in meters (m).
    • Position is a vector: it has both a magnitude (size) and a direction.
  • Example: a 50 meter pool with origin at the midpoint and positive direction to the right:

    • If you stand at x = +10 \text{ m}, you are 10 m to the right of the origin.
    • If your friend stands at x = -10 \text{ m}, he is 10 m to the left of the origin.
    • The sign of the position identifies the location relative to the origin.
    • Distance vs displacement:
    • Distance is a scalar: it has magnitude but no direction.
    • Displacement is a vector: it includes both magnitude and direction, calculated from the initial and final positions.
  • Displacement and example with swimmers:

    • Consider the midpoint of the pool (the origin is at the pool center).
    • To reach the midpoint from either end, each swimmer must swim 25 m.
    • If one swimmer moves to the right (positive x) and the other to the left (negative x), their displacements differ even though the distances traveled are the same.
    • Mathematically, displacement is: \Delta x = x - x0 where x0 is the initial position and x is the final position.
    • For the swimmer moving to the right toward the center, displacement is positive (+25 m); for the swimmer moving to the left, displacement is negative (−25 m).
  • Time and scalar nature:

    • Time is a scalar quantity (no direction): it has magnitude only.
    • It is the interval over which motion occurs.
  • Speed vs velocity:

    • Average speed = total distance traveled / time interval.
    • If a swimmer travels 50 m in 25 s, his average speed is
      \text{speed}_{\text{avg}} = \frac{\text{distance}}{\text{time}} = \frac{50\ \text{m}}{25\ \text{s}} = 2\ \text{m s}^{-1}.
    • Speed is a scalar; it has magnitude only and no direction.
    • Average velocity = displacement / time interval.
    • Because displacement has direction, average velocity is a vector.
    • It includes a magnitude and a direction along the x-axis (denoted by a subscript, e.g., v_x).
    • For the same swimmer, if the displacement is +25 m and the time is 50 s, v_{\text{avg}} = \Delta x / \Delta t = +\frac{25}{50} = +0.5\ \text{m s}^{-1}.
    • If the swimmer travels the 25 m to the left in 12.5 s, the velocity is negative: v_{\text{avg}} = -2.0\ \text{m s}^{-1}.
  • Delta notation and sign convention:

    • The triangle symbol (capital Delta) denotes a change: \Delta.
    • \Delta x is the change in position along the x-axis and is calculated as \Delta x = x - x_0.
    • \Delta t is the change in time: \Delta t = t - t_0.
    • When we talk about velocity along the x-axis, we write vx; for other directions, we use vy, v_z as needed.
  • Visual representations of one-dimensional motion:

    • Motion diagrams: dots plotted at equal time intervals represent the position of an object at those times. Faster motion yields more widely spaced dots for the same elapsed time.
    • Position-time graphs: position on the vertical axis, time on the horizontal axis. A 90-degree rotation of the motion diagram can help visualize this graph as a function of time.
    • Construction of a position-time graph (sketch): rotate the diagram so that the positive x-axis points upward, place each dot at the corresponding time along the horizontal axis, and connect the points with a straight line.
  • Relationship between position, velocity, and time for constant velocity motion:

    • For constant velocity, the average velocity equals the instantaneous velocity at any time, i.e., the velocity is constant.
    • Let the motion start at time t0 = 0 with initial position x0 and final position x after time t.
    • The position of the object at any time t is given by:x = x0 + vx t.
    • This equation allows calculation of the position at any time for constant velocity, given the starting position and velocity.
  • Example problem: two swimmers with constant velocities meet along the pool

    • Setup: Swimmer A (to the right) moves at vA = +0.5\ \text{m s}^{-1} and Swimmer B (to the left) moves at vB = -2.0\ \text{m s}^{-1}.
    • Initial positions: Swimmer A starts at xA(0) = -25\ \text{m} (left end), Swimmer B starts at xB(0) = +25\ \text{m} (right end).
    • Position as a function of time:
    • xA(t) = x{A0} + v_A t = -25 + 0.5 t.
    • xB(t) = x{B0} + v_B t = +25 - 2 t.
    • They meet when xA(t) = xB(t):
    • Solve: -25 + 0.5 t = 25 - 2 t → 2.5 t = 50 → t = 20\ \text{s}.
    • Meeting position: plug back into either equation, e.g., x_A(20) = -25 + 0.5(20) = -25 + 10 = -15\ \text{m}.
    • Check with swimmer B: x_B(20) = 25 - 2(20) = 25 - 40 = -15\ \text{m}.
    • Graphical interpretation: the lines of xA(t) and xB(t) cross at t = 20\ \text{s} and x = -15\ \text{m}.
  • Key takeaways and relationships:

    • Linear motion refers to motion along a straight line; constant velocity means velocity does not change with time.
    • Position is a vector; displacement is the change in position (a vector).
    • Distance traveled is a scalar; it only has magnitude, no direction.
    • Average speed uses distance / time; average velocity uses displacement / time and is a vector.
    • The subscript on velocity (e.g., vx) indicates the component along a particular axis; a higher-dimensional motion would use vy, v_z as needed.
    • A useful shorthand for changes is \Delta: \Delta x = x - x0\; ,\; \Delta t = t - t0.
    • If a position-time graph shows a line with a negative slope, the average velocity is negative along the chosen axis, indicating motion in the negative direction.
    • The slope of a position-time graph between two times gives the average velocity over that interval:
    • v{\text{avg},x} = \frac{\Delta x}{\Delta t} where \Delta x = x2 - x1 and \Delta t = t2 - t_1.
    • In one dimension with constant velocity, the following relationship holds for all times:x(t) = x0 + vx t, given that you start counting time at t = 0 and know the initial position x0 and velocity vx.
  • Notation, conventions, and practical implications:

    • The origin can be chosen anywhere convenient for a problem, and the positive direction is defined accordingly.
    • Position is a vector along the chosen axis; the velocity component along the axis is denoted as vx (and similarly for vy, v_z).
    • The concept of delta notation is essential for expressing changes and relating position, velocity, and time.
    • These concepts provide the foundation for solving linear motion problems and for interpreting motion diagrams and graphs in one dimension.