Kinematics: Vectors, Scalars, and Motion

Vectors and Scalars

  • Definition of Vectors and Scalars:

    • Vectors: These possess both magnitude and direction.

    • Scalars: These possess only magnitude.

  • Vector Analysis:

    • It is essential to know basic trigonometric rules and how to decompose vectors into components.

  • Examples of Vectors vs. Scalars:

    • Acceleration: Vector

    • Velocity: Vector

    • Momentum: Vector

    • Force: Vector

    • Time: Scalar

    • Volume: Scalar

    • Speed: Scalar

    • Mass: Scalar

  • Contextual Examples:

    • A car traveling at 60mph60\,mph to the east is described by a vector (velocity).

    • A car traveling at 60mph60\,mph is described by a scalar (speed).

Displacement and Distance Traveled

  • Displacement: Defined as how "out of place" an object is. Displacement is a vector quantity.

  • Distance: Defined as how far something traveled to get "out of place." Distance is a scalar quantity.

Average Speed and Velocity

  • Average Speed: The average speed of travel over a time tt is calculated using the formula:

    • Average Speed=st\text{Average Speed} = \frac{s}{t}

    • In this formula, ss represents the total distance traveled and tt is the duration of travel.

  • Average Velocity: The average velocity of travel over a time tt is calculated using the formula:

    • Average Velocity=st\text{Average Velocity} = \frac{s}{t}

    • In this formula, ss represents the total displacement and tt is the duration of travel.

  • Practical Note: In problem-solving, it is crucial to read carefully as there is a distinct difference between speed and velocity.

Instantaneous Speed and Velocity

  • Instantaneous Speed: This is the speed of an object at a specific instant in time. It is given by the formula:

    • v=ΔsΔt\text{v} = \frac{\Delta s}{\Delta t}

    • Δs\Delta s is the distance traveled during an extremely short time period Δt\Delta t surrounding that instant.

  • Instantaneous Velocity: This is the velocity of an object at a specific instant in time. It is given by the formula:

    • v=ΔsΔt\text{v} = \frac{\Delta s}{\Delta t}

    • Δs\Delta s is the displacement of the object during an extremely short time period Δt\Delta t surrounding that instant.

  • Calculus Definitions:

    • Because instantaneous values change as time passes, the interval Δt\Delta t must be infinitesimally short.

    • Instantaneous Speed: Calculated as the derivative of the distance with respect to time (tt):

      • Speed=dsdt\text{Speed} = \frac{ds}{dt}

    • Instantaneous Velocity: Calculated as the derivative of the displacement with respect to time (tt):

      • Velocity=dsdt\text{Velocity} = \frac{ds}{dt}

Acceleration

  • Definition: Acceleration is the changing of an object’s velocity with time. It is a vector quantity.

  • Dimensions and Units: Acceleration has dimensions of length per time squared. Its common units are meters per second squared (m/s2m/s^{2}).

  • Average Acceleration (aˉ\bar{a}): Defined as the change of velocity over the change in time:

    • aˉ=ΔvΔt=vfvitfti\bar{a} = \frac{\Delta v}{\Delta t} = \frac{v_{f} - v_{i}}{t_{f} - t_{i}}

  • Instantaneous Acceleration (aa): The acceleration of an object at a specific point in time. It is expressed as the first derivative of velocity with respect to time (tt) or the second derivative of displacement with respect to time (tt):

    • a=dvdt=d2sdt2a = \frac{dv}{dt} = \frac{d^{2}s}{dt^{2}}

1D Motion with Constant Velocity

  • Graphs for Constant Velocity:

    • The ss vs tt (displacement vs. time) graph for 1D motion with constant velocity is a straight line.

    • The slope of the graph, by definition, represents the velocity, which is constant in this scenario.

  • Calculation of Final Position:

    • s=s0+vts = s_{0} + vt

1D Motion with Constant Acceleration

  • General Properties:

    • Acceleration (aa) is a vector. In 1D motion, it is represented by a single real number with a positive or negative sign.

    • When a > 0, the velocity is increasing.

    • When a < 0, the velocity is decreasing.

  • Graph for Constant Acceleration:

    • The graph of vv vs tt (velocity vs. time) will be a straight line when acceleration is constant.

The Big Four Kinematics Equations

These formulas describe the motion of an object with constant acceleration, relating velocity, time, displacement, and acceleration:

  • Equation 1: vf=v0+atv_{f} = v_{0} + at

  • Equation 2: s=v0t+12at2s = v_{0}t + \frac{1}{2}at^{2}

  • Equation 3: vf2=v02+2asv_{f}^{2} = v_{0}^{2} + 2as

  • Equation 4: s=v0+vf2ts = \frac{v_{0} + v_{f}}{2} t

Free Fall and Gravitational Acceleration

  • Universal Acceleration: In a vacuum, all objects (e.g., an apple and a bowling ball) experience the same acceleration due to Earth's gravitational pull.

  • Standard Value of Gravity (gg): All objects on Earth experience roughly the same gravitational acceleration, where g=9.81m/s2g = 9.81\,m/s^{2}.

  • Direction and Signs: The sign of gravitational acceleration (positive or negative) depends on which direction is defined as positive in a given problem.

  • Regional Variations:

    • Location affects gravitational acceleration. In Boston, for instance, the value is 9.80m/s29.80\,m/s^{2}.

    • Acceleration differs on other planets.

  • Exam Shortcuts:

    • Using the approximate value g=10m/s2g = 10\,m/s^{2} is highly suggested for competitive physics tests like the F=maF=ma exam to facilitate quicker calculations.

    • This shortcut is also acceptable on APAP exams, provided the specific value of gg used is noted in Free Response Questions (FRQFRQ).

Vertical Projectiles

  • Scenario: A ball thrown straight up into the air is a vertical projectile.

  • Modeling Vertical Motion:

    • When setting the "up" direction as positive, the equations of motion mirror the Big Four kinematics equations.

Terminal Velocity

  • Observation: Balloons and feathers drift down slowly at a constant velocity because they reach their terminal velocities quickly.

  • Equilibrium State: Terminal velocity is reached when the buoyancy force, air friction, and gravity are at equilibrium.

  • Behavior at Terminal Velocity: Once an object reaches terminal velocity, it maintains that constant velocity and can no longer accelerate due to gravity.

  • Real-World Example: Skydivers Typically have a terminal velocity of approximately 200km/hr200\,km/hr.

Questions & Discussion

  • Velocity vs. Time Graphs: What would a vv vs tt graph look like for motion with constant velocity?

  • Area Under the Curve: What does the area under the curve of a vv vs tt graph signify?

  • Projectile Exercise: Derive the equation for the time it takes for a projectile to reach the peak of its trajectory. Additionally, determine the maximum height reached by the projectile.