Kinematics in Two Dimensions

Chapter 4: Kinematics in Two Dimensions

Chapter Goal

  • Learn to solve problems about motion in a plane.
  • This chapter integrates kinematics from Chapter 2 and mathematical tools from Chapter 3 to analyze two- and three-dimensional motions.

Main Topics Covered

  • Acceleration
  • Kinematics in Two Dimensions
  • Projectile Motion
  • Relative Motion
  • Uniform Circular Motion
  • Velocity and Acceleration in Uniform Circular Motion
  • Nonuniform Circular Motion and Angular Acceleration

Key Concepts

Reading Quizzes
  • Projectile Velocity Components: If the velocity vector of a projectile makes an angle θ with a horizontal axis, then the x-component of the velocity is:

    • Answer: A. $v imes ext{sup}(θ)$
  • Projectile Acceleration: The acceleration of a particle in projectile motion is:

    • Answer: – directed down at all times.

Case Study: The Hunter and the Coconut

  • A hunter aims his rifle directly at a coconut falling from a tree. The bullet and the coconut fall simultaneously.
    • Options:
    • A. The bullet passes above the coconut.
    • B. The bullet hits the coconut.
    • C. The bullet passes beneath the coconut.
    • D. This wasn’t discussed in Chapter 4.

Projectile Motion Overview

  • Definition: A projectile is an object that moves in two dimensions under the influence of gravity alone.
  • Defining Properties:
    1. Launched with initial velocity $v_0$.
    2. Motion thereafter influenced only by gravity, resulting in free fall.

Mathematical Analysis

Displacement and Velocity
  • Position Vector: The position vector of a particle is defined as:
    extbfr=(x,y)=xextbfi+yextbfjextbf{r} = (x, y) = x extbf{i} + y extbf{j}
  • Displacement: The displacement of particle motion can be expressed as: riangler=r<em>2r</em>1=(x<em>2x</em>1)extbfi+(y<em>2y</em>1)extbfjriangle r = r<em>2 - r</em>1 = (x<em>2 - x</em>1) extbf{i} + (y<em>2 - y</em>1) extbf{j}
    • Example Calculation: If $r1 = (1 extbf{i} + 1 extbf{j})$ and $r2 = (2 extbf{i} + 2 extbf{j})$, then
      riangler=(2extbfi+2extbfj)(1extbfi+1extbfj)=(1extbfi+1extbfj)riangle r = (2 extbf{i} + 2 extbf{j}) - (1 extbf{i} + 1 extbf{j}) = (1 extbf{i} + 1 extbf{j})
  • Average Velocity: Can be computed using: v_{av} = rac{ riangle r}{ riangle t}
    • Instantaneous velocity is defined as the tangent vector to the curve of motion:
      v = rac{d extbf{r}}{dt}
Acceleration
  • Acceleration Vector: Defined as the change in velocity over time:
    a = rac{ riangle v}{ riangle t}
  • Components of Acceleration must be analyzed:
    • a=a<em>+a</em>a = a<em>{||} + a</em>{⊥} where:
    • aa_{||} is parallel to velocity (affects speed).
    • aa_{⊥} is perpendicular to velocity (affects direction).

Kinematics Equations in Two Dimensions

  • If acceleration is constant,
    1. v<em>f=v</em>i+ariangletv<em>f = v</em>i + a riangle t
    2. rf = ri + v_i riangle t + rac{1}{2} a ( riangle t)^2
    3. v<em>f2=v</em>i2+2arianglerv<em>f^2 = v</em>i^2 + 2a riangle r
Two-Dimensional Kinematics: Projectile Motion
  • Two Independent Motions: Horizontal and vertical components can be analyzed separately:
    • Horizontal motion: constant velocity and no acceleration.
    • Vertical motion: undergoes free-fall with acceleration equal to $g$ (gravity).
  • Key equations are split across dimensions.
    • Horizontal (x-direction):
    • x<em>f=x</em>i+v<em>ixriangletx<em>f = x</em>i + v<em>{ix} riangle t (where $ax = 0$)
    • Vertical (y-direction):
    • yf = yi + v_{iy} riangle t - rac{1}{2} g ( riangle t)^2
Range and maximum height
  • The ideal projectile launch angle for maximum range is θ = 45°.
  • Range calculation can involve solving equations for horizontal motion and vertical motion together:
    • Example Range: R = rac{v_i^2 imes ext{sin}(2 heta)}{g}
    • Maximum height occurs when vertical velocity component equals zero.

Relative Motion

  • Defined concerning reference frames.
  • Key Relationships:
    • If object A moves with velocity $v{A}$ relative to reference frame B, the velocity of object A in frame C would be: v</em>AC=v<em>AB+v</em>BCv</em>{AC} = v<em>{AB} + v</em>{BC}
    • Galilean transformation applies here:
    • If reference frames move relative to each other, velocities can be added or subtracted accordingly.

Circular Motion

  • Uniform Circular Motion: An object moving in a circle at constant speed.
    • Tangential speed v=rimeshetav = r imes heta where $r$ is the radius and $ heta$ is the angular velocity.
    • The centripetal acceleration ($ac$) is calculated as: ac = rac{v^2}{r}
  • Non-Uniform Circular Motion: Angular acceleration is present, leading to changing speeds on the circular path.

Summary of Key Principles

  1. Instantaneous Velocity extbf{v} = rac{d extbf{r}}{dt}
  2. Instantaneous Acceleration extbf{a} = rac{d extbf{v}}{dt}
  3. Kinematic Equations for Constant Acceleration in multiple dimensions follow form similar to traditional physics equations for linear motion.

Important Equations and Relationships

  • In projectile motion context, horizontal and vertical motions are analyzed as follows:
  • Horizontal:
    • x<em>f=x</em>i+vix(t)x<em>f = x</em>i + v_{ix} (t)
  • Vertical:
    • yf = yi + v_{iy} (t) - rac{1}{2} g t^2
  • The approximate time of flight is independent of the horizontal component of motion.

Additional Notes on Circular Motion

  • Centripetal Acceleration: Always points towards the center of the circular path.
  • Angular Velocity: Rate of change of angular position,
    • ext{Average } ω = rac{Δθ}{Δt}
    • Constant angular velocity implies uniform circular motion without changing speed.
  • Non-uniform circular motion leads to updates in angular speed often modeled with equations akin to those for linear motion with constant acceleration.
  • Key to understanding circular motion dynamics lies in its essential components: tangential and centripetal accelerations