Notes on Motion in Two Dimensions
Chapter 4: Motion in Two Dimensions
Introduction to Motion in Two Dimensions
- Using + or – signs is not always sufficient to fully describe motion in more than one dimension.
- Vectors can provide a complete description of motion in multiple dimensions.
- The study will focus on the vector nature of displacement, velocity, and acceleration.
- These concepts will form the basis for multiple types of motion discussed in future chapters.
Position and Displacement
- Position: Described by a position vector.
- Displacement: Defined as the change in position, expressed between two points \
- Initial position: $(x_0, y_0)$
- Final position: $(x_f, y_f)$
General Motion Ideas
- In two- or three-dimensional kinematics, the principles apply similarly to one-dimensional motion except full vector notation must be employed.
- Positive and negative signs alone cannot sufficiently determine direction.
Average Velocity
- Definition: The average velocity is the ratio of the displacement ($ ext{d}$) to the time interval ($ ext{t}$) for that displacement.
- Equation: ext{Average Velocity} = rac{ ext{Displacement}}{ ext{Time Interval}}
- The direction of the average velocity aligns with the displacement vector.
- Average velocity depends only on initial and final positions, not on the path taken between them.
Instantaneous Velocity
- Definition: Instantaneous velocity is the limit of average velocity as $ riangle t$ approaches zero.
- As the time interval becomes smaller, the direction of displacement approaches the tangent to the curve at that point.
- Magnitude: Absolute speed (a scalar quantity).
Average Acceleration
- Definition: The average acceleration of a particle is defined as the change in the instantaneous velocity vector divided by the time interval during which the change occurs.
- Equation: ext{Average Acceleration} = rac{ riangle ext{Velocity}}{ riangle t}
- The direction of the average acceleration vector is found by vector subtraction.
Instantaneous Acceleration
- Definition: Instantaneous acceleration is the limiting value of average acceleration as $ riangle t$ approaches zero.
- Instantaneous acceleration equals the derivative of the velocity vector with respect to time.
- Equation: ext{Instantaneous Acceleration} = rac{d ext{Velocity}}{dt}
Producing An Acceleration
- Changes in a particle's motion can produce acceleration in several ways:
- Magnitude of the velocity vector may change.
- Direction of the velocity vector may change.
- Both magnitude and direction can change simultaneously.
Kinematic Equations for Two-Dimensional Motion
- When the two-dimensional motion experiences constant acceleration, a set of equations describes the motion, analogous to one-dimensional kinematics.
- Motion can be modeled as two independent motions along the x and y axes; influences in the y direction do not affect motion in the x direction.
Position and Velocity Vectors
- Position Vector: $( ext{x}, ext{y})$ in the xy-plane.
- Velocity Vector: Can be derived from the position vector.
- If acceleration is constant, the velocity vector can be expressed as:
- Equation: extVelocity=extInitialVelocity+extAccelerationimesextTime
Position as Function of Time
- The position vector can also be expressed as a function of time, indicating that it is the sum of:
- Initial position vector.
- The displacement from initial velocity.
- The displacement from acceleration.
Graphical Representation of Final Velocity
- Velocity vectors can be expressed through their components.
- The resultant velocity vector is generally not aligned with the direction of individual axes.
Graphical Representation of Final Position
- The vector for the position is also represented as components.
- Individual components may not be directed along the same path as the resultant.
Summary of Graphical Representation
- Relationships exist between changes in position or velocity and their respective effects on one another.
Projectile Motion
- Defined as the motion of an object moving simultaneously in both x (horizontal) and y (vertical) directions.
Assumptions of Projectile Motion
- Free-fall acceleration is constant and directed downward.
- Assumes a flat Earth over the motion range, reasonable for small ranges compared to Earth's radius.
- Negligible air friction leads objects in projectile motion to follow a parabolic path, called the trajectory.
Analyzing Projectile Motion
- The motion is perceived as the superposition of motions in x and y directions:
- Initial velocity: can be broken into components:
- vxi=viimesextcos(heta)
- vyi=viimesextsin(heta)
- X-direction: Constant velocity, $ ext{a}_x = 0$.
- Y-direction: Subject to acceleration from free fall, $ ext{a}_y = -g$.
Effects of Changing Initial Conditions
- Changes in velocity vector components depend on the initial velocity values.
- It's important to analyze how changing the angle or magnitude affects the resulting trajectories.
Analysis Model of Projectile Motion
- Consists of:
- Constant velocity in horizontal motion.
- Constant acceleration in vertical motion due to free fall.
Projectile Motion Vectors
- The final position can be calculated as the vector sum of:
- Initial position.
- Initial velocity position.
- Position resulting from acceleration.
Projectile Motion Implications
- The vertical component of the velocity is zero at the highest trajectory point.
- Acceleration remains uniform throughout the trajectory.
Range and Maximum Height of a Projectile
- Key characteristics include:
- Range (R): Horizontal distance traveled by the projectile.
- Maximum height (h): Highest point reached by the projectile.
Height of a Projectile Equation
- The maximum height can be derived from initial velocity and is applicable for symmetric motion only.
Range of a Projectile Equation
- The range can also be expressed based on the initial velocity vector under the assumption of symmetric trajectory.
Range of a Projectile: General Findings
- Maximum range occurs at an angle of $ heta_i = 45^ ext{o}$.
- Complementary angles yield the same range; however, maximum heights differ, influencing flight times.
Example Problem: Long Jumper
- A long jumper leaves the ground at $20^ ext{o}$ at a speed of $11.0 ext{ m/s}$.
- Horizontal distance jumped: Answer: $7.94 ext{ m}$.
- Maximum height reached: Answer: $0.722 ext{ m}$.
Problem Solving Hints in Projectile Motion
- Conceptualize: Mental visualization of projectile trajectory.
- Categorize: Ensure air resistance is disregarded; define coordinate systems.
- Analyze:
- Resolve initial velocity into x and y components.
- Analyze horizontal motion with constant velocity.
- Analyze vertical motion via constant acceleration techniques.
- Finalize: Check consistency of answers with mental models, ensuring results are realistic.
Example Problem: Stone Thrown from Building
- A stone is thrown at a $30^ ext{o}$ angle with $20 ext{ m/s}$ speed from $45 ext{ m}$ high.
- Time to ground: Answer: $4.22 ext{s}$.
- Velocity before impact: Answer: $35.8 ext{ m/s}$.
Non-Symmetric Projectile Motion
- Follow the general projectile motion rules, considering vertical components asymmetrically as needed.
- Apply problem-solving processes for non-symmetric height attributes.
- Definition: Motion in a circular path at constant speed.
- Analysis: Involves constant radial acceleration due to changing direction of velocity.
- The velocity vector remains tangent to the circular path.
- Changes in the velocity vector result from direction alterations, impacting the overall motion.
Centripetal Acceleration
- This acceleration is always directed towards the center of the circle, maintaining perpendicularity to the path.
- Magnitude of Centripetal Acceleration ($a_c$): Given by the equation:
- a_c = rac{v^2}{r} where $v$ is speed, $r$ is the radius of circular motion.
Period of Circular Motion
- Period (T): Time required for one complete revolution, defined as:
- T = rac{ ext{Circumference}}{v}
Tangential Acceleration
- Speed changes may occur alongside circular motion, contributing to tangential acceleration.
Total Acceleration
- Total acceleration arises from both tangential ($a_t$) and centripetal ($a_r$) acceleration:
- Total Acceleration Vector: Direction changes based on speed changes.
Relative Velocity
- Observers moving relative to each other observe different outcomes, yet their observations correlate.
- A frame of reference describes a Cartesian coordinate system where one observer is stationary at the origin.
Different Measurements Examples
- Observer A and B: Measure point P at different coordinates due to differing reference frames.
- A moving observer sees relative velocities differently influenced by shared motion factors.
Notation in Relative Velocity
- The first subscript denotes the observed entity, while the second signifies the observer.
- Example: Velocity of A as perceived by observer B.
Relative Velocity Equations
- Positions in two reference frames relate through their velocities, detailed by Galilean transformation equations:
- PA=PB+vt
- extVelocityofparticlePbyA=extVelocityofparticlePbyB+extVelocityofframeA
Acceleration in Different Frames of Reference
- The acceleration of particles is invariant across observers moving at constant velocities relative to each other.