Project:
1. Content -
One Dimension Kinematics
Kinematics Equations
These equations help solve kinematics problems:
- Vf = Vo + at
- Vav = 1/2 ( Vf + Vo )
- Xf = Xo + 1/2 ( Vo + Vf )t
- V^2 = Vo^2 + 2ax
Kinematics Vocabulary and Relationships
Kinematics involves relationships between the quantities displacement (d), velocity (v), acceleration (a), and time (t). The first three of these quantities are vectors while time is a scalar.
Vector- It is a quantity with both magnitude and direction, such as velocity and acceleration.
Scalar- It is a quantity with ony magnitude, such as time.
Displacement- Is the change in position of an object. It can also be called distance.
Velocity- Is the distance that can be traveled during a certain amount of time. Velocity can be negative since it can suddenly change direction. Fro example, you could be driving forward at a constant speed and then suddenly drive in reverse at the same speed. Your speed remains constant, but your velocity changed from positive to negative.
Velocity = Distance / Time
Acceleration- Is the change in velocity. When velocity is speeding up, you are accelerating, and when you are slowing down you are deccelerating. When an object is accelerating at a constant pace, its velocity is still going up.
Acceleration = Velocity / Time
Graphs- There are many types of graph for Kinematics such a Position-Time Graph, Velocity-Time Graph, and Acceleration-Time Graph.
Velocity-Time Graph-
Two Dimension Kinematics
Relative Motion: X and Y Component of Vectors
Relative motion is the basic form or two dimension kinematics. In realtive motion, we are not just measuring a vector going straight, but going diagnol. When an object moves at an angle, it has a X-component and Y-component. The X-component is the measure of a vector going horizontal to the ground. The Y-component is the measure of a vector moving vertically. The X and Y components with the angle creates a right triangle. By using the concepts of right triangles and sine, cosine, and tangent, we can figure out the vector of the angle.
*SOHCAHTOA*-use this to help figure out the vector.
Example! - Imagine you are trying to sailing a boat across a flowing stream. Your boat is trying to move straight, but ends up moving diagonally and at a new speed due to the stream's current that is perpendicular to your boat in the beginning. The boat's velocity in the beginning is your X-component while the speed of the stream is your Y-component. Using 'tangent' (trigonometry), you can figure out your new speed.
Projectile Motion
Projectile motion shows the movement of an object due to only the force of gravity. Gravity has an acceleration of 9.8 m/s^2 on an object that is falling, but when thrown up, it causes the acceleration on the object to be -9.8 m/s^2.
When throwing a ball into the air it starts slowing to a stop and then as it falls back down to the persons had ( at the same height it was thrown). As it falls, it starts accelerating and right before it hits his hand, the velocity is equal to the velocity at the beginning.
In Dynamics we learned about Newton's Laws and how an object in motion stay in motion unless a force is acted upon it. We don't really see objects moving for a infanite amount of time due to all the forces such as friction, air resistence, applied force, and most of all Gravity. Gravity causes the ball shot from the cannon (below) to move in a parabolic path instead of straight. Also, the path is curved and not diagonal because gravity causes acceleration and decceleration so the velocity is effected gradually instead of a sudden and constant change.
When solving Projectile motion equations, you basicly use the same kinematics formulas except the acceleration is always gravity and it only effects the Y-component. We are ignoring air resistance in Projectile Motion.
Equations : *Note: Sometimes the gravity is negative depending on the problem. Analyze!*
Original Equation X-component Y-component
X = Xo + Vot + 1/2 at^2 X = Voxt Y = Yo + Voyt + 1/2 (9.8)t^2
V = Vo + at Vx = Vox Vy = Voy + 9.8t
V^2 = Vo^2 + 2aX Vx^2 = Vox^2 Vy^2 = Voy^2 + 2(9.8)Y
Circular Motion
Uniform Circular Motion- the movement of an object at constant speed around a circle. The radius must stay constant.
Centripetal Acceleration- The 'center-seeking' acceleration of an object that is moving in a circle at a constant speed. This is caused by centripetal force which exerts the net force to the center of the circle.
Although the acceleration is towards the center of the circle, when the object is released or stops moving in a circle, it continues moving straight in the direction it was in before it was released.
Equations:
*Note: second equation finds the Fnet (net force) which relates to Dynamics.*
ac=(v^2)/r
F=mac=(mv^2)/r
2. Application -
Relative Motion
Relative motion can be found in sailing boats, ships, planes, and swimming. As long as there are two components acting on an object, relative motion will be present.
Projectile Motion
Projectile Motion is everywhere around us because gravity is always present. We see it when we play catch, watch fireworks, and drink from a water fountain.
Circular Motion
In Circular Motion, spinning an object around a fixed point allows there to be a centripetal acceleration and force. That is why things like the sport and ride below have circular motion.
Bibliography