Projectile Motion Lecture Notes

Projectile Motion

Definition

  • Projectile motion is a form of motion (kinematics) where an object is thrown near the Earth's surface, and its motion is only affected by gravity.

Gravity

  • Gravity constantly pulls objects towards the Earth with a constant acceleration.
  • The acceleration due to gravity is approximately 9.8ms29.8 \frac{m}{s^2}.

Simulation

  • The PhET simulation demonstrates the force of gravity and the behavior of various masses under the influence of gravity.
Example: Buick Shot from a Cannon
  • Initial velocity: 18ms18 \frac{m}{s} (directly upwards).
  • Mass: 1000kg1000 kg.
  • The Buick goes up and then comes down, following a parabolic path.
  • The shape of the position of the Buick over time looks like a parabola, indicating constant acceleration due to gravity.

Key Observations

  • Increasing the initial velocity of the Buick causes it to fly higher.
  • The velocity of the Buick starts as a high positive number, slows down to zero, and then becomes a high negative number as it speeds towards the ground.
  • Position has a parabolic shape, velocity is a straight line with a non-zero slope, and acceleration is a non-zero straight line with zero slope.

Mass and Projectile Motion

  • Changing the mass does not significantly alter the motion of an object if there is no air resistance or friction.
  • A baseball will have the same flight pattern as a Buick in a vacuum.
  • Kinematic expressions from lecture 2.1 do not depend on mass.
  • The final velocity of a Buick is the same as that of a baseball when shot upwards.

Air Resistance (Drag)

  • Air resistance affects objects with less mass more significantly.
  • The Buick, with a large mass, is not easily affected by air resistance.
  • The baseball, with a small mass, is greatly affected by air resistance.

Projectile Motion on a Cliff

  • Throwing a rock straight up or dropping it off a cliff can both be modeled as projectile motion.
  • The position, velocity, and acceleration graphs are similar to other constant acceleration situations.

Two-Dimensional Projectile Motion

  • When the Buick is shot at an angle of zero degrees with respect to the horizontal, it drops a small distance in the vertical direction and moves a little bit in the horizontal direction.
  • Vectors have two dimensions, so we need to consider horizontal and vertical components independently.
  • At a 45-degree angle, the horizontal distance traveled is much greater.
  • Vertical velocity is positive, then zero, and then negative, indicating constant acceleration downwards due to gravity.
  • Horizontal velocity is constant.
  • Horizontal position increases linearly with non-zero slope, indicating constant velocity.
  • Hang time connects the two dimensions; the time of flight is dependent on the time the projectile is allowed to accelerate in the vertical direction before hitting the ground.
  • Projectile motion experiences constant acceleration in the vertical direction due to gravity and constant velocity in the horizontal direction.

Problem Solving

  • Use constant velocity and constant acceleration concepts to solve for unknown variables.
  • Visualize the behavior of a projectile from everyday experiences.

Example: Basketball

  • Initial velocity vectors have horizontal and vertical components.
  • The vertical component experiences acceleration and is constantly changing.
  • The horizontal component remains the same until the projectile hits the ground.
  • There is symmetry in the vertical component of velocity: the velocity at each instant before the peak is the same magnitude as the velocity at each instant after the peak, but in the negative direction.

Example: Football Kick

  • Initial velocity: 25ms25 \frac{m}{s} at an angle of 4545 degrees with respect to the horizontal.
  • Acceleration: 9.8ms2-9.8 \frac{m}{s^2} in the vertical direction.
Time of Flight
  • The time of flight depends on the y direction of motion.
  • Initial velocity in the y direction: 25ms×sin(45)=17.7ms25 \frac{m}{s} \times \sin(45^\circ) = 17.7 \frac{m}{s}.
  • Final velocity in the y direction: 17.7ms-17.7 \frac{m}{s}.
  • Using the equation: v<em>f=v</em>i+atv<em>f = v</em>i + at, solving for time: t=v<em>fv</em>ia=17.717.79.8=3.6st = \frac{v<em>f - v</em>i}{a} = \frac{-17.7 - 17.7}{-9.8} = 3.6 s.
Horizontal Displacement
  • Horizontal velocity is constant.
  • Horizontal velocity: 25ms×cos(45)=17.7ms25 \frac{m}{s} \times \cos(45^\circ) = 17.7 \frac{m}{s}.
  • Displacement: 17.7ms×3.6s=64m17.7 \frac{m}{s} \times 3.6 s = 64 m.
Peak Height
  • Final velocity at the peak: 0ms0 \frac{m}{s}.
  • Using the equation: v<em>f2=v</em>i2+2aΔyv<em>f^2 = v</em>i^2 + 2a\Delta y, solving for Δy:Δy=v<em>f2v</em>i22a=02(17.7)22×(9.8)=16m\Delta y: \Delta y = \frac{v<em>f^2 - v</em>i^2}{2a} = \frac{0^2 - (17.7)^2}{2 \times (-9.8)} = 16 m.

Summary

  • Constant velocity and constant acceleration concepts can be used to solve projectile motion problems.
  • Visualizing the projectile's behavior and using symmetry arguments can simplify problems.
  • The acceleration due to gravity is constant near the surface of the Earth.
  • The pull of gravity equates to a force, which will be discussed next week.