03_Lecture

Chapter 3: Motion in Two or Three Dimensions

3.1 Goals for Chapter 3

  • Study of position, velocity, and acceleration vectors.

  • Application of concepts to projectile motion.

  • Extension of investigations to circular motion (both uniform and nonuniform).

  • Exploration of relative velocity.

3.2 Introduction

  • Understanding acceleration during curved motion, such as a car rounding a curve.

  • Comparison of the impact timing of a dropped bullet with one fired towards a target.

3.3 Position Vectors

  • The position vector of a particle is defined as:( r = xi + yj + zk )

  • Where:

    • ( x, y, z ) represent coordinates in three-dimensional space.

3.4 Velocity

3.4.1 Average and Instantaneous Velocity

  • Average velocity direction aligns with displacement.

  • Instantaneous velocity vector is tangent to the path at any point.

  • Definition of instantaneous velocity vector ( v ) when moving in the xy-plane (z and ( v_z ) are zero).

3.4.2 Example: Rover on Mars

  • Problem involving a robotic rover and calculations of its position, displacement, and average velocity vectors based on time intervals.

3.5 Acceleration

3.5.1 Definition of Acceleration Vector

  • Average acceleration ( a_{av} ) between two points is the change in velocity over time.

  • Instantaneous acceleration found using:( a = \lim_{\Delta t \to 0} \frac{\Delta v}{\Delta t} )

3.5.2 Example: Average and Instantaneous Acceleration

  • Detailed calculations for average and instantaneous acceleration over specified intervals.

3.6 Components of Acceleration

  • Differentiation between parallel and perpendicular components of acceleration.

  • Parallel components correspond to changes in speed, while perpendicular components relate to changes in direction.

3.7 Projectile Motion

  • Definition: Any body projected with initial velocity affected by gravity and air resistance.

  • Important note: Initial resistance to be neglected.

3.7.1 Equations of Motion Under Constant Acceleration

  • Analysis of projectile motion separating x and y components.

  • Key equations governing motion under constant acceleration.

3.8 Wind Resistance

  • Impact of air resistance on projectile motion: peak heights and distances decrease, trajectories deviate from parabolic paths.

3.9 Example Calculations

  • Various examples including motorcycle stunt riders and batted baseballs, demonstrating key calculations in projectile motion including velocity and range.

3.10 Summary of Concepts

3.10.1 Position, Velocity, and Acceleration Vectors

  • The position vector ( r ): defined as ( r = xi + yj + zk ).

  • Average velocity vector defined as ( \overline{v} = \frac{\Delta r}{\Delta t} ).

  • Instantaneous velocity ( v = \frac{dr}{dt} ) and instantaneous speed is the magnitude of ( v ).

3.10.2 Projectile Motion Basics

  • In projectile motion without air resistance, accelerations in x (( a_x = 0 )) and y (( a_y = -g )) are key.

  • The trajectory of any projectile will form a parabola.

3.11 Circular Motion

3.11.1 Uniform Circular Motion

  • Uniform circular motion: Constant speed in a circular path; acceleration directed inward.

  • Period ( T ): time for one complete revolution.

3.11.2 Nonuniform Circular Motion

  • Nonuniform motion occurs when speed varies; radial and tangential components are analyzed.

3.12 Relative Velocity

  • Discusses scenarios where objects move relative to one another, illustrating velocity in various reference frames.

  • Examples related to vehicles in motion and calculations of relative velocity in two or three dimensions.

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