B2.1 Newton's laws of motion

🏃‍♂ Movement & Forces

Body movement and sporting equipment motion are governed by Newton’s laws of motion

Understanding these laws is essential for performance analysis, injury reduction, and technique development

📐 Key Mechanical Terms

Scientific terms such as force, power, velocity, and energy have specific meanings

Knowing these definitions allows for accurate and informative analysis of human movement

📚 Importance of Mechanics

Mechanical science explains how all moving bodies perform actions

Emphasizes the foundational role of mechanics in understanding movement

🧠 Key Idea

You cannot analyse sport or physical activity effectively without understanding Newton’s laws

 

📘 Kinematics

Study of motion

Motion = change in position of a body or object

🏃‍♂ Motion can involve

Movement of body parts

Movement of the whole body

Or both together

Types of motion

Linear – movement in a straight line
e.g. ice hockey puck sliding

Curvilinear – movement in a curved path
e.g. shot-put travelling through the air

🔄 Angular (rotational) – movement around an axis
e.g. gymnast rotating on a high bar

🔀 General motion – combination of linear and angular motion

🧠 Key idea for sport & exercise

General motion is most common in human movement

Even straight-line movement (e.g. running) requires limb rotation at synovial joints

 

📏 Vector and Scalar Measurements

Vector

Has size and direction

Direction matters when combining measurements

Can only be directly combined if directions are the same

🔢 Scalar

Has size only

Can be added, subtracted, multiplied and divided easily

🧠 Why this matters in biomechanics

Affects how measurements are calculated and combined

Direction must be considered with vectors, but not with scalars

📍 Position

📌 Position

Described using coordinates

Measures distance from an origin

🗺 Coordinate systems

2D coordinates:

x = horizontal

y = vertical

3D coordinates:

x, y, z used for horizontal, vertical and lateral positions

Two common systems:

x = horizontal, y = vertical, z = lateral

x = horizontal, y = lateral, z = vertical

🔄 Angular position

Described using angles

Measured around one or more axes

 

Linear kinematics

Focuses on motion in a straight line

📐 Linear Displacement vs Distance

🧭 Linear displacement (s)

Change in position from start to end

Includes how far and in which direction

Can be described horizontally, vertically and laterally

Vector quantity (size + direction)

SI unit: metres (m)

Direction given in degrees (°), radians (rad), or along an axis

📏 Linear distance (d)

The total path length travelled

Direction does not matter

Scalar quantity (size only)

🧠 Key distinction

Displacement = where you end up

Distance = how far you travel overall

 

 

Linear velocity (v or u)

Rate of change in displacement over time

Includes speed and direction

Vector quantity

📐 Formula

𝑣=  ∆𝑠/∆𝑡

Δs = change in displacement

Δt = change in time

Δ = “difference in”

Speed

The size (magnitude) of velocity

It is a Scalar quantity (no direction)

📏 Units

SI unit for velocity and speed: metres per second (m/s) or or m s-1

🧭 Direction

Can be given in degrees (°), radians (rad), or along a coordinate axis

Horizontal

Vertical

Lateral

 

Example: I run a 100m race in 20 seconds. Best time! I had an average velocity of 100m/20s = 5 m/s. This means that I moved about 5 meters every 1 second.

 

 

 

Linear Acceleration

Change in velocity over time

Can be linear or angular

Has size and direction → vector quantity

🔄 What counts as acceleration

Change in speed

Change in direction

Or both

Example: running around a bend at constant speed = accelerating

📐 Formula

𝑎=  ∆𝑣/∆𝑡=  ((𝑣𝑢))/𝑡  where v is final velocity and u is initial velocity

v = final velocity

u = initial velocity

t = time taken for the change

📏 Units

SI unit: metres per second squared (m/s²or m/s/s or m s-2 )

🧭 Direction

Given in degrees (°) or radians (rad)

Or along a coordinate axis:

Horizontal

Vertical

Lateral

 

Example: The beginning of my 100m race I started from stop, and reached a maximum velocity of 6 m/s in 3 seconds. During this time I accelerated at 2m/s/s. Meaning that every second, my velocity increased by 2m/s.

 

Angular kinematics:

🌀 What it is

Study of rotational (spinning) motion around an axis

Applies to many sports movements

🏅 Sport applications

Figure skating: body rotation during jumps and spins

Soccer: leg rotating about the hip when kicking; ball spin affecting flight

🏊 Swimming: body rotation around the frontal axis during a flip turn

Baseball: ball spin during pitching; rotation of the arm and timing of swings

🏏 Cricket: bat rotation during a swing

📈 Performance links

Rotation and spin affect speed, trajectory, and movement outcome

Equipment length (e.g. cricket bat) can:

Increase angular velocity

Also increase moment of inertia, making movement harder

🎯 Key idea

Understanding angular kinematics helps improve performance and reduce injury risk

 

Angular displacement:

📐 Definition

Angular displacement is the angle by which an object rotates around a fixed point or axis. It measures the change in position of a rotating object and is expressed in radians (rad) or degrees (°)

🧭 Key features

Vector quantity → has size and direction

Symbol: θ (theta)

Direction: clockwise or anticlockwise

📏 Units

Measured in Degrees (°) or radians (rad)

 

Example 1: In gymnastics, when an athlete performs a somersault, their body rotates around an axis (usually their waist). If they complete a full flip, their angular displacement is 360° (or 2𝜋 radians) from their starting position.

Example 2: Flexing the elbow would yield a displacement of ~150° (depending on ROM)

 

 

Angular velocity:

Definition

Rate of change of angular displacement over time (is the rate at which an object rotates or spins around an axis. It measures how fast an object moves through an angle over time and is expressed in radians per second (rad/s))

 

🧭 Key features

Vector quantity → size and direction

Symbol: ω (omega)

Direction: clockwise or anticlockwise

📏 Units

Measured in Degrees per second (°/s or ° s-1); OR

Radians per second (rad/s or rad s-1)

🧮 Relationships

𝝎=𝜽/𝒕  but also, v = ωr

ω = angular velocity (rad/s or rad s-1)

r = radius of circle from the axis

𝒗=𝟐𝝅𝒓/𝑻 

One full rotation = 2π radians

T = time for one full rotation

 

 

Angular acceleration:

Definition

Change in angular velocity divided by the time taken ((α) – is the rate at which an object's angular velocity (𝜔) changes over time. It describes how quickly an object speeds up or slows down its rotation and is measured in radians per second squared ("rad/s/s " or 〖𝑟𝑎𝑑 𝑠〗^(−2)))

 

🧭 Key features

Vector quantity → has size and direction

Symbol: α (alpha)

Direction: clockwise or anticlockwise about an axis

📏 Units

Degrees per second squared (°/s²)

Radians per second squared (rad/s²)

 

 

📐 Time and measurement

Velocity and acceleration depend on the time period measured

Measurements can be over long durations (e.g. whole race) or very short instants

As time → 0, motion is analysed using calculus

Instantaneous velocity & acceleration

Measured over a very short (“instant”) time

Can be found by:

📊 Using equations (via calculus)

📈 Using graphs:

Velocity = gradient of displacement–time graph

Acceleration = gradient of velocity–time graph

📊 Average velocity & acceleration

Calculated over a longer time period

Simpler to calculate than instantaneous values

Formulas

🏃 Average velocity = change in displacement ÷ time taken

🚀 Average acceleration = change in velocity ÷ time taken

 

 

Kinematics: Instantaneous vs average:

Instantaneous velocity and acceleration refers to the measurements at any one point in time

Average refers to the overall measurement

Ex. If I run a 100m dash, I start from stop. This means that I will accelerate for a few seconds to my maximum velocity. If it takes me 20 seconds to run this, I had an average velocity of 5m/s, but because I accelerated at the start, there were periods in the beginning of my race that had instantaneous velocities lower than 5m/s, and for quite a lot of the race I had instantaneous velocities greater than 5m/s

Additionally, during the first 3 seconds, I had instantaneous acceleration of 2m s-2, but when averaged with the end of the race (where I slowed down) the average accelerations is only 0.5 m s-2

 

 

 

🔍 What is kinetics?

Study of the forces involved in movement

Can be:

Linear kinetics (straight-line motion)

🔄 Angular kinetics (motion around an axis)

 

💥 Force

🤝 Definition

A mechanical interaction between two objects or bodies

Can act:

With contact (e.g. friction)

🌍 At a distance (e.g. gravity)

Effect of force

Forces change or attempt to change motion

Resultant motion depends on the sum of all forces acting

In sport, movement is determined by the magnitude and direction of forces

🤸 Sport example

Trampolinist’s motion depends on:

Force from the trampoline

Force of gravity

Adjusting forces can increase:

Jump height

Time in the air

Opportunity for skills (e.g. twists, somersaults)

 

🌍 Gravity

📜 Newton’s contribution (1687)

Gravity is an attractive force between objects with mass

Strength depends on:

Mass of objects

Distance between them

🌌 Effects of gravity

Causes planetary orbits

Attracts objects toward the centre of the Earth

Acts vertically on bodies near Earth’s surface
 

Mass and Weight

🧱 Mass

Amount of material in an object

Measured in kilograms (kg)

Remains constant regardless of location

Weight

Force caused by gravity acting on mass

Depends on the strength of gravity

Example:

Same mass on Earth and Moon

Lower weight on the Moon due to weaker gravity

 

Newton's laws:

📘 Context

Newton’s three laws explain how forces relate to motion

They accurately describe motion in everyday objects and the human body

Less accurate at:

🚀 Speeds near the speed of light

Subatomic scales

 

First Law – the law of inertia. An object at rest stays at rest, or an object in motion stays in motion UNLESS acted on by a force. Inertia is resistance to change in movement

Second Law – the law of acceleration. The acceleration of an object is proportional to the force acting on it, and inversely related to its mass.
𝐹=𝑚𝑎 ; 𝐹_𝑔=𝑚𝑔 ; 𝐹=(𝑚(𝑣_𝑓𝑣_𝑖))/𝑡

Third Law – the law of reaction. For every action there is an equal an opposite reaction. Forces are the same, but results might not be the same.

 

Newton's first law:

📜 Statement

An object will remain at rest or continue with constant velocity

Unless acted on by an unbalanced force

🧠 Key ideas

Objects do not change motion without an external force

Also known as the law of inertia

Balanced forces

If an object is:

🧍 At rest → forces are balanced

Moving at constant speed in a straight line → forces are balanced

Reaction force

On Earth, weight (gravity) acts downward

An equal reaction force (from the ground/support) acts upward

🎯 Important clarification

Forces do not cause motion

Forces cause changes in motion (start, stop, speed up, slow down, change direction)

 

Newton's second law:

📜 Statement

Acceleration of an object is proportional to the unbalanced force

Acceleration is in the same direction as the applied force

Applies to objects with constant mass

🧮 Key equation

F = ma

💪 F = force

m = mass

🚀 a = acceleration

📈 Key relationships

🔼 Greater force → 🔼 greater acceleration

Greater mass → 🔽 less acceleration for the same force

🏋 Heavier objects require larger forces to accelerate

Using velocity

Acceleration = change in velocity ÷ time

F = m(v − u) / t

v = final velocity

u = initial velocity

t = time taken

🌍 Gravity and weight

Force due to gravity (weight): Fg = mg

m = mass

g = acceleration due to gravity

 

 

Newton's third law:

📜 Statement

When one object applies a force to another, the second applies a force equal in size and opposite in direction

🗣 Common phrasing

“For every action, there is an equal and opposite reaction”

🔍 Key points

👥 Forces act on two different objects, not the same one

Forces are equal in magnitude, regardless of object mass

📊 Effects can differ due to different masses (Newton’s 2nd law)

Forces occur simultaneously, not one after the other

 

 

🧍 Centre of mass

Lower centre of mass → greater stability

📐 Base of support

🔲 Larger base of support → greater stability

📍 Line of gravity

Line of gravity within the base of support → greater stability

Mass

🧱 Greater mass → greater stability

 

💪 Muscle forces

Muscles generate forces that act on joints to produce movement (e.g. running, jumping, throwing)

🦵 Multiple forces at joints

Each joint experiences several forces at the same time

Example: during a volleyball jump, leg muscles act at the knee while feet push against the ground

Forces working together

When muscle forces act in the same direction, they combine

Combined forces result in more powerful movements (e.g. jumping higher)

🎯 Performance implication

Effective summing of joint forces improves movement and sporting performance

Injury risk

Excessive force or poor technique can increase joint stress and raise injury risk

 

🏃 Linear momentum

Property an object has due to its movement

Calculated as mass × velocity

Vector quantity (has size and direction)

Measured in kg·m·s⁻¹

Represented by:
p = mv

Linear impulse

Force multiplied by the time the force acts

Vector quantity

Represented by:
J = FΔt

🔄 Impulse–momentum relationship

Linear impulse = change in linear momentum

Change in momentum depends on:

size of the force

time the force acts

Large force and/or long time → large change in momentum

As mass is usually constant, a change in momentum results in a change in velocity

 

🟢 Impulse = force applied over time

Acts like a “push” applied to an object (e.g. a ball)

Direction of impulse determines direction of motion

The object moves in the same direction as the applied force

Application in sport

In ball sports (e.g. soccer, basketball), applying force in the correct direction controls where the ball travels

🎯 Key idea

Applying the right amount of force in the right direction allows athletes to control movement and outcomes (e.g. passes, shots, kicks)

 

 

🔧 Torque (moment of force)

Created when a force is applied to an object that can rotate about an axis

The force must not act directly through the axis

The applied force is called an eccentric force

📏 Factors affecting the size of torque

💪 Size of the force

Direction of the force

📐 Distance from the axis of rotation

🦴 Importance in the human body

Most body segments rotate around axes at synovial joints

Muscle arrangement relative to joints determines how much torque is produced

🧱 Link to levers

Bones act as rigid rods

Joints act as axes of rotation

 

Principle of moment of inertia

Definition

How difficult it is for a body or object to rotate about an axis

Measurement

Measured in kg m²

📦 Factors affecting moment of inertia

Mass of the body or object

Distribution of mass relative to the axis

More mass further from the axis → greater moment of inertia (harder to rotate)

More mass closer to the axis → smaller moment of inertia (easier to rotate)

🧍 Human movement

The body’s moment of inertia changes with body position and axis of rotation

 closely linked to lever systems

 

 

Principle of angular momentum

🔁 Definition

A measure of the amount (or potential) of rotation

🔧 How it is generated

Produced by torque from an eccentric force acting on a body free to rotate

Forces may come from the ground, equipment, another body, or muscles

📐 Properties

Vector quantity (has size and direction)

Measured in kg m s⁻¹

🧮 Formula

L = Iω

I = moment of inertia

ω = angular velocity

🦴 Human body applications

Generated by applying torque to the ground or apparatus

Reaction forces (Newton’s third law) create body rotation

Smaller moment of inertia than the Earth → greater rotation of the body

🤸 Sporting relevance

Essential for rotations in gymnastics (somersaults, twists)

Also important in golf swings, javelin throws and football kicks

 

 

Principle of conservation of angular momentum:

🌀 Angular form of Newton’s first law

A rotating body continues to rotate with constant angular momentum unless acted on by an external unbalanced torque

🔒 Key principle

Once angular momentum is generated, it remains constant unless an external torque changes it

🤸 Airborne human movement

In sports such as gymnastics, diving, long jump and high jump, the main forces during flight are gravity and air resistance

🌍 Effect of gravity in flight

Gravity acts through the centre of gravity

Axes of rotation during flight also pass through the centre of gravity

Therefore, gravity creates no torque (distance from axis = 0)

💨 Air resistance

Effect is very small due to low flight speeds and relatively large body mass

Result

With no external torque acting, angular momentum is conserved during flight

🧮 Angular momentum relationship

Angular momentum = moment of inertia × angular velocity

🔄 Changes during flight

↓ Moment of inertia → ↑ Angular velocity

↑ Moment of inertia → ↓ Angular velocity

🤸‍♂ Sport example

Tucking in a somersault reduces moment of inertia → faster rotation

Opening out before landing increases moment of inertia → slower rotation

Common misconception

Changes in rotation speed are not caused by air resistance

 

 

Transfer of angular momentum:

🚫 No creation or destruction in flight

Once airborne, total body angular momentum cannot change (no external torque)

Segment interaction

If one body part speeds up, another must slow down

This keeps total angular momentum constant

🔁 Continuous transfer

When the first part later slows, the second part speeds up again

🏊 Piked dive example

During hip flexion (0–0.5 s) into a piked position

Upper body angular velocity increases

Lower body angular momentum decreases

🎯 Key principle

Greater angular momentum in one segment = less in another

Total body angular momentum is conserved

 

 

Trading angular momentum:

🧭 Angular momentum is a vector

It has size and direction

🤸 Multiple axes of rotation

An athlete may rotate about one axis (e.g. somersaulting)

🔀 Introducing a second rotation

Adding rotation about another axis (e.g. tilting) using body segments

🌀 Resulting motion

The combination of two angular momentum vectors creates rotation about a third axis (twisting)

🎯 Application in gymnastics

Used to create twisting during somersaults

Key idea

Some somersault angular momentum is traded for twisting angular momentum

 

💥 Collision

A collision is the physical contact of two or more objects for a short time.

Conservation of Linear Momentum

Momentum = mass × velocity.

When a collision happens, the overall momentum remains the same.

🏃‍♂🏃‍♀ Example

If a 100 kg person moving at 10 m/s hits a 50 kg person who is stationary, and all momentum is transferred, the larger person stops and the smaller person moves away at 20 m/s.

🔥🔊 Energy Loss

Momentum is conserved, but some energy may be lost to the surroundings as heat and sound, resulting in lower final speeds.

📊 Coefficient of Restitution (Cᵣ)

For two objects a and b:

𝐶_𝑟=  (𝑉_𝑓𝑏  − 𝑉_𝑓𝑎)/(𝑉_𝑖𝑎𝑉_𝑖𝑏

🎯 Interpretation

Cᵣ close to 1 → elastic collision (little or no energy lost)

 

 

🧲 Friction

Friction is a force that acts against motion when two surfaces are in contact

The frictional force acts parallel to the surface of contact

👟🌍 Example: Walking or Running

Shoes push against the ground

Friction acts in the opposite direction to the applied force, helping movement

Body Weight

Force of gravity acting downward on the body

Normal Force

Force exerted by the ground on the body, acting upward

📌 Types of Friction

Static (limiting) friction

Dynamic friction

 

Static friction acts between two surfaces not moving relative to each other

🧱 It prevents motion from starting when a force is applied

🔢 The coefficient of static friction (μₛ) describes how much friction exists between two surfaces

🧊 Smooth surfaces (e.g. steel on ice) → low μₛ

👟 Rough surfaces (e.g. rubber on ground) → high μₛ

📊 μₛ is a scalar quantity and usually ranges between 0 and 1 (sometimes higher)

Formula:

𝜇_𝑠=𝐹_𝑓/𝐹_𝑁          or         𝐹_𝑓𝜇_𝑠𝐹_𝑁

(where Fᶠ = friction force, Fᴺ = normal force)

📈 Friction force increases with applied force up to a maximum:

Fᶠ ≤ μₛFᴺ

🚦 Maximum static friction occurs just before motion begins

 

 

Dynamic friction occurs once an object is moving

🚦 Motion begins when the applied force overcomes static friction

📉 The friction force decreases once motion starts (lower than static friction)

🔄 Dynamic friction acts between surfaces moving relative to each other

🔢 The coefficient of dynamic friction (μᵈ) describes friction during motion

Formula:

μᵈ = Fᶠ / Fᴺ

(where Fᶠ = friction force, Fᴺ = normal reaction force)

🧮 Rearranged form:

Fᶠ = μᵈFᴺ

 

 

 

Friction in sport:

Friction can be increased or decreased to improve performance, depending on the sport

🏸 High friction for control and speed changes

Enables quick starts, stops, and direction changes

Example: Badminton shoes designed with a high coefficient of friction

🤸 Increased grip for safety and force application

Chalk used by gymnasts on bars and rings

Increases friction to prevent slipping and allow greater force application

🎿 Low friction for speed

Athletes aim to reduce friction to move faster

Example: Downhill skiers wax skis to decrease friction

 

 

Work and power:

🧮 Work

Work is force applied over a distance

𝑊 = 𝐹 · 𝑑

🧪 W = work (joules)

💪 F = force (newtons)

📏 d = distance (metres)

🔄 Energy transfer

Work transforms energy from one form to another

Power

Power is the rate at which work is done

𝑃=  ∆𝑊/∆𝑡,

P = power (watts)

Δt = time

Alternative form: 𝑃 = 𝐹 · 𝑣 (force × velocity)

🔥 High power output

Large power output = lots of work done quickly

In exercise, this relates to high intensity

🏋 Optimising power in sport

Muscular power = strength + speed

High force with slow movement = low power

🎯 Technique

Correct technique allows greater forces to be produced

🛠 Equipment

Equipment can increase force or capture more work

Example: 🚴 Clip-in cycling shoes allow both pushing and pulling during pedalling

 

 

Power output in sport:

Muscular power = strength + speed of movement

Power is a key component of successful performance in many sports

Optimising power improves functional sport performance

🎯 Optimising Power Through Technique

Correct technique maximises force production

Correct technique maximises speed of movement

Greater force applied quickly = higher power output

🦵 Example: Trampolining

Bending knees increases force applied

Faster knee extension increases movement speed

Combining high force + high speed results in greater height

🚴 Optimising Power Through Equipment

Equipment design affects efficiency and power output

Effective equipment allows greater force application

Example: clip-in cycling shoes increase average and maximum sprint power

🏆 Key Idea

Best performance comes from combining correct technique and well-designed equipment