Kinematics: Displacement, Velocity, and Acceleration – Lecture Notes
Average Velocity
Definition: average velocity is the displacement divided by the time interval over which the motion occurs. v<em>avg=ΔtΔx=t</em>2−t1x(t</em>2)−x(t<em>1)
In 1D, displacement is along the x-axis; the numerator is a vector, time is a scalar, so the average velocity is a vector.
The path vs displacement idea: the plotted path (set of displacement vectors at successive times) is not the same as the true continuous path; as the time step shrinks, the set of segments better approximates the true path.
Distance vs displacement: in 1D, total distance can give the same magnitude as displacement, but in more complex motion (2D/3D) they can differ.
The coordinate system matters: the sign of the displacement or velocity depends on the chosen axis direction.
Displacement vs Time Graph and Instantaneous Velocity
Graph setup (example): displacement x is plotted as a function of time t (e.g., drag racer example); axes definitions matter for interpretation.
Instantaneous velocity is the slope of the displacement-versus-time curve as \Delta t → 0: v(t)=dtdx
In 1D, this reduces to v=dtdx, a vector pointing in the instantaneous direction of motion.
Graph interpretation:
The slope of the curve between two points gives the average velocity over that interval.
The tangent slope at a point gives the instantaneous velocity at that moment.
Motion interpretation along the curve:
If the tangent becomes steeper with time, speed increases (positive acceleration in the forward direction).
A horizontal tangent implies velocity is zero (instantaneous stop).
A negative slope implies negative velocity (motion in the opposite direction).
When the curve passes through the origin or changes sign, the direction can flip; the velocity sign encodes that direction along the x-axis.
Points on the displacement-vs-time plot (labeled a, b, c, d, e in the lecture) illustrate:
Point a: positive slope → positive velocity.
Point b: slope more vertical → higher speed.
Point c: horizontal slope → zero velocity (stopped).
Point d: slope indicating reversal of direction (negative velocity).
Point e: slope reducing but still positive (slower positive velocity).
Instantaneous Velocity and Acceleration
Instantaneous velocity is the first derivative of displacement with respect to time: v(t)=dtdx
Acceleration is the rate of change of velocity: a=dtdv=dt2d2x
Units (SI):
Displacement: meters (m)
Velocity: meters per second (m/s)
Acceleration: meters per second squared (m/s^2)
Sign conventions and interpretation:
Acceleration is a vector pointing in the direction of the change in velocity.
If velocity changes in time, there is acceleration; if acceleration is zero, velocity is constant.
Deceleration is acceleration in the opposite direction to velocity.
Real-world context:
Gravitational acceleration is approximately constant: g≈9.81ms−2
The field of forces and acceleration will be revisited in the next chapters.
Narrative example from the lecture: Colonel John Paul Stapp experienced extreme accelerations (approximately 46.2 g), illustrating that humans can experience very large accelerations under controlled, engineered circumstances.
Constant Acceleration and Kinematic Equations
When acceleration is constant, we can derive three key equations from calculus:
1) Velocity as a function of time:
!v(t)=v<em>0+at
2) Displacement as a function of time:
x(t)=x</em>0+v0t+21at2
3) Velocity–position relation (eliminating time):
In 1D: v2=v<em>02+2a(x−x</em>0)
In general vector form, using dot products: v⋅v=v<em>0⋅v</em>0+2a⋅(x−x0)
Derivation outline (calculus-based):
Start with acceleration as the derivative of velocity: a=dtdv and integrate to get velocity: v(t)=v0+at
Then express displacement as the integral of velocity: x(t)=x<em>0+∫</em>0tv(t′)dt′=x<em>0+v</em>0t+21at2
To obtain the third equation, eliminate time by solving for t from the first equation and substitute into the second; after algebra, you arrive at the velocity–position relation above.
Key takeaways about the equations:
They assume constant acceleration; they are extremely useful in solving problems quickly.
They apply in vector form for multi-dimensional motion; in 1D they reduce to scalar equations with sign conventions.
The third equation is often the one students memorize for quick problem solving: v2=v<em>02+2a(x−x</em>0).
Sign Conventions, Deceleration, and Examples
Deceleration is simply acceleration opposite in direction to the velocity; its sign depends on the coordinate choice.
Example: car moving to the right (positive x) with initial velocity 15 m/s; after 5 s, velocity is 5 m/s with acceleration -2.0 m/s^2. This is a deceleration in the positive direction.
Conversely, a car moving left (negative velocity) can experience a positive acceleration and still be slowing down if the velocity and acceleration are opposite in sign.
Ball-wall collision thought experiment:
Before impact: velocity has a certain direction; after impact: velocity direction reverses.
The interval of contact involves a nonzero acceleration; the question’s correct interpretation is that acceleration occurs during the change of velocity, not only before or after the impact.
This reinforces that velocity is a vector and direction changes imply acceleration.
Big-picture takeaway: If velocity changes, there must be acceleration; if acceleration is zero, velocity is constant. This mental model is a powerful problem-solving heuristic.
Constant Acceleration in Context
Recognize a constant-acceleration model as an idealization that works well for gravity near the Earth, free fall on a short timescale, and many introductory problems.
The lecture plans to connect constant-acceleration equations to circular motion in a later chapter, where acceleration points toward the center of the circle and changes direction continuously.
The professor emphasizes the importance of having the three core equations readily available on a formula sheet for exams.
Graphical and Conceptual Takeaways
Velocity is the slope of the displacement–time graph; speed is the magnitude of velocity (nonnegative by definition).
Acceleration is the slope of the velocity–time graph; it represents how quickly velocity is changing in time.
In 1D problems, keep track of sign conventions for v, a, and x; in 2D/3D, use vector forms and consider projections along the direction of motion.
Always connect the math to the physics: a change in velocity implies acceleration; a nonzero acceleration implies a changing velocity; zero acceleration implies constant velocity.
Practical Notes for Studying and Exam Preparation
Memorize the three kinematic equations for constant acceleration and know how to derive them from the definitions.
Be able to switch between vector form and 1D scalar form, including dot products for general 2D/3D motion.
Practice interpreting displacement–time graphs: identify where velocity is positive/negative, zero, or changing.
Practice differentiating between displacement and distance, especially in non-straight-line motion.
Remember SI units and dimensional analysis as a sanity check for equations and derivatives.