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Linear Kinematics.ppt
1. CHAPTER 2: Linear Kinematics
Introduction
Linear Motion
Uniformly Accelerated Linear Motion
Free Fall Motion
Projectile Motion
2.3
2.2
2.1
2.4
2.5
2. KINEMATICS OF LINEAR MOTION
• define and calculate displacement, velocity
and acceleration.
• use linear kinematic equations for uniform
acceleration
• solve free fall problems
• solve projectile motion problems
LEARNING OUTCOMES
After completing this chapter you must be able to:
3. Classical Mechanics
• Describes the relationship between the motion of
objects in our everyday world and the forces acting
on them
• Conditions when Classical Mechanics does not apply
– very tiny objects (< atomic sizes)
– objects moving near the speed of light
– Quantum and relativistic mechanics
• Kinematics or dynamics:
– Kinematic describes the motion
– Dynamics analyzes the cause of motion – force
2.1 Introduction
4. Sir Isaac Newton
• 1642 – 1727
• Formulated basic
concepts and laws of
mechanics
• Universal Gravitation
• Calculus
• Light and optics
2.1 Introduction
5. Kinematics
• The branch of physics involving the motion of
an object and the relationship between that
motion and other physics concepts
• Kinematics is a part of dynamics
– description of motion
– Not concerned with the cause of the motion
2.1 Introduction
6. Types of Motion
• Translational motion: change of position
– Linear motion:
• One dimensional, the x- or y-axis
– Curvilinear:
• Two dimensional, x-y axis
• Parabolic path
– Circular motion
• Circular path
2.1 Introduction
7. Types of Motion
• Repeated Motions:
– Rotation: change of orientation
– Rolling: change of position and orientation
– Simple harmonic motion
– Damped harmonic motion
– Wave motion
2.1 Introduction
8. Position vector
• Defined in terms of a frame of reference
– Defines a point relative to a reference point.
Reference point
Reference point
An object that moves, means there is change in position.
2.2 Kinematics of Linear Motion
9. Displacement
• The displacement is the quantity that
determines final position from the initial
position of a moving object.
• Defined as the change in position
• f stands for final and i stands for initial
– The SI units are meters (m)
f i
x x x
Initial position
Final position
2.2 Kinematics of Linear Motion
10. Displacement
• In linear motion, we may represent
linear displacement as
f i
x x x
2.2 Kinematics of Linear Motion
Initial position Final position
xi xf
11. Displacement
• It is a vector quantity.
• The magnitude of displacement is the shortest
distance between the final position from the
initial position.
• The direction of displacement is from the
initial position to the final position
2.2 Kinematics of Linear Motion
12. Distance
• The distance travelled is the length measured
along the actual path taken.
• Scalar quantity.
2.2 Kinematics of Linear Motion
13. Displacement versus distance
• The displacement of an object is not the
same as the distance it travels
– Example: Throw a ball straight up and then
catch it at the same point you released it
• The distance is twice the height
• The displacement is zero
2.2 Kinematics of Linear Motion
14. • The magnitude of displacement of an
object is the same as the distance
only if it travels in a straight line.
2.2 Kinematics of Linear Motion
Displacement versus distance
15. Average Speed
– the total distance traveled divided by the total
time elapsed
Average speed =
Total distance moved
Total time taken
Average speed totally ignores any variations in
the object’s actual motion during the trip
Speed is a scalar quantity
SI units are m s-1
2.2 Kinematics of Linear Motion
16. Average Velocity
• Rate of change of position (rate of
displacement)
• Average velocity
– Ratio of displacement to time taken.
• A vector quantity.
f i
f i
x x
x
v
t t t
2.2 Kinematics of Linear Motion
17. Average Velocity
• A vector quantity.
• Direction will be the same as the
direction of the displacement
• The SI units of velocity are m s-1
2.2 Kinematics of Linear Motion
Initial position
Final position
18. Average speed vs. Average velocity
• Consider two cars taking the same time interval but on
different paths.
• Cars on both paths have the same average velocity since
they had the same displacement in the same time interval
• The car on the blue path will have a greater average speed
since the distance it traveled is larger
2.2 Kinematics of Linear Motion
19. Instantaneous Velocity
• The velocity of an object at particular instant.
• The limit of the average velocity as the time
interval becomes infinitesimally short, or as the
time interval approaches zero
• The instantaneous velocity indicates what is
happening at every point of time of the motion.
lim
0
t
x
v
t
2.2 Kinematics of Linear Motion
20. Instantaneous Velocity
• The instantaneous velocity varies from point to
point.
• In magnitude or direction or both.
2.2 Kinematics of Linear Motion
21. Instantaneous Velocity
• The instantaneous velocity normally written as:
– velocity at point …
– velocity at time …..
• The magnitude of the instantaneous velocity is commonly
known as the speed at that particular position (time).
2.2 Kinematics of Linear Motion
22. Uniform Velocity
• Uniform velocity is constant velocity
• The instantaneous velocities are always the same
– All the instantaneous velocities will also equal the average
velocity
constant
t
x
v
2.2 Kinematics of Linear Motion
23. Acceleration
• The average acceleration is defined as the rate
at which the velocity changes
• The instantaneous acceleration is the limit of
the average acceleration as Δt approaches
zero
av
t
v
a
r
r
dt
v
d
a
2.2 Kinematics of Linear Motion
24. Acceleration
• Rate of change of velocity
• Changing velocity (non-uniform) means an
acceleration is present
• Acceleration is the rate of change of the
velocity
• Units are m s-²
f i
f i
v v
v
a
t t t
2.2 Kinematics of Linear Motion
25. Ways an Object Might Accelerate
• The magnitude of the velocity (the speed) can
change
• The direction of the velocity can change
– Even though the magnitude is constant
• Both the magnitude and the direction can
change
2.2 Kinematics of Linear Motion
26. Average Acceleration
• Vector quantity
• When the sign of the velocity and the
acceleration are the same (either positive or
negative), then the speed is increasing
• When the sign of the velocity and the
acceleration are in the opposite directions, the
speed is decreasing
2.2 Kinematics of Linear Motion
27. Instantaneous Acceleration
• The instantaneous acceleration is the actual
acceleration at any particular time or position.
• When the instantaneous accelerations are
always the same, the acceleration will be
uniform
– The instantaneous accelerations will all be equal
to the average acceleration
2.2 Kinematics of Linear Motion
28. Graphical representation of Velocity
• Velocity can be determined from a position-
time graph
• Average velocity equals the slope of the line
joining the initial and final positions
• An object moving with a constant velocity will
have a graph that is a straight line
2.2 Kinematics of Linear Motion
29. Uniform velocity graph
• The straight line indicates
constant velocity
• The slope of the line is the
value of the average
velocity
• A positive gradient means
a positive velocity
• A negative gradient means
a negative velocity
2.2 Kinematics of Linear Motion
30. Non uniform velocity
• The graph is a curve.
• The average velocity is the
slope of the blue line
joining the starting and
end points.
• The instantaneous
velocity is the tangent at
each point.
2.2 Kinematics of Linear Motion
31. Non-uniform Velocity
Positive direction,
Increasing magnitude
Positive direction,
decreasing magnitude
Negative direction,
deccreasing magnitude
negative direction,
Increasing magnitude
displacement
displacement
displacement
displacement
time time
time time
2.2 Kinematics of Linear Motion
32. Graphical representation of
Acceleration
• Average acceleration is the slope of the line
connecting the initial and final velocities on a
velocity-time graph
• Instantaneous acceleration is the slope of the
tangent to the curve of the velocity-time graph
2.2 Kinematics of Linear Motion
34. Displacement, Velocity and Acceleration
x
x
t
x
v
t
v
a
Change of position
Change of position
Time interval
Change of velocity
Time interval
2.2 Kinematics of Linear Motion
35. Problem solving strategy
1. Read and understand the question.
2. Visualise the situation. In some cases you may
need to split the motion into sections.
3. Draw the vector diagram to represent the motion.
It is advisable to draw a separate diagrams for the
displacement vectors and velocity vectors.
4. If you need to determine the resultant vector, use
the problem strategy for vector additions.
5. Extract the relevant data from the question.
6. Use the relevant equation to find the required
quantity.
7. Solve the equation to calculate your answer.
8. State your final answer. Do not forget the unit.
2.2 Kinematics of Linear Motion
36. Uniformly accelerated linear
motion
• Acceleration is constant, a
ti tf
xi xf
Assume : initial time t i = 0
then time interval t = t f – t i = t
Assume : initial position x i = 0
then displacement x = x f – x i = s
t, s, a
2.3 Uniformly Accelerated Linear Motion
37. Uniformly accelerated linear
motion
• Acceleration is constant, a
t
u v
Assume: Initial velocity u
Final velocity v
acceleration a =
Change in velocity
Time interval
=
v - u
t
2.3 Uniformly accelerated linear motion
38. Uniformly accelerated linear
motion
• Acceleration is constant, a
u v
t, s, a
a =
v - u
t
v = u + a t
average velocity < v > =
v + u
2
①
=
s
t
s = ½ (u + v) t ②
2.3 Uniformly accelerated linear motion
39. Uniformly accelerated linear
motion
• Acceleration is constant, a
u v
t, s, a
average velocity < v > =
v + u
2
average velocity < v > =
displacement
time interval
=
s
t
s
t
=
v + u
2
=
(u + at) + u
2
s = u t + ½ a t2 ③
2.3 Uniformly accelerated linear motion
40. v = u + a t …① s = u t + ½ a t2
…③
Uniformly accelerated linear motion
v - u
a
v - u
a
s = u + ½ a
2
v2 = u2 + 2 a s
u v
t, s, a
④
2.3 Uniformly accelerated linear motion
41. Kinematic equations
equation u v s t a
v = u + at
s = ½ (u + v) t
s = ut + ½ at2
v2 = u2 + 2 a s
u v
t, s, a
2.3 Uniformly accelerated linear motion
42. Problem solving strategy
2.3 Uniformly accelerated linear motion
1. Read and understand the question.
2. Visualise the situation. In some cases you may
need to split the motion into sections.
3. Draw a straight line to represent the linear motion.
Indicate the initial and final positions.
4. In your diagram, indicate the initial velocity, final
velocity, acceleration, time interval and
displacement, for each section of the motion.
u v
t, s, a
43. Problem solving strategy
2.3 Uniformly accelerated linear motion
5. Determine the known and unknown values.
6. Use the relevant kinematic equation to determine
the unknown values. Take care of the signs of each
values.
7. State your final answer. Do not forget the unit.
44. Definition
• All objects moving under the influence of
gravity only are said to be in free fall
• All objects falling near the earth’s surface fall
with a constant acceleration
• The acceleration is called the acceleration due
to gravity, and indicated by g
2.4 Free Fall Motion
45. Acceleration due to Gravity
• Symbolized by g
• g = 9.81 m s-2 (constant)
• g is always directed downward
– toward the center of the earth
• Ignoring air resistance and assuming g doesn’t
vary with altitude over short vertical
distances, free fall is constantly accelerated
motion
2.4 Free Fall Motion
46. Kinematic equations for free fall motion
equation u v h t g
v = u + (-g) t
h = ½ (u + v) t
h = ut + ½ (-g) t2
v2 = u2 + 2 (-g) h
u
v
- g
h
t
Reference direction: positive upwards
2.4 Free Fall Motion
47. Object thrown vertically upward
• Initial velocity is not zero
• Let up be positive
• Use the kinematic equations
v ( + ve)
a (- ve)
t ( +ve)
h ( +ve)
u ( + ve)
v = u + ( g ) t
h = u t + ½ ( g) t 2
v2 = u2 + 2 ( g) h
g
2.4 Free Fall Motion
48. Free Fall – an object dropped
• Let up be positive
• Use the kinematic equations
u (-ve)
a = - g
t ( +ve)
h ( -ve)
V ( -ve)
(- v) = (- u) + (- g) t
(-h) = (- u) t + ½ (-g) t 2
(- v2) = (-u)2 + 2 (-g) (-h)
2.4 Free Fall Motion
49. Object thrown vertically upward
• Initial velocity is upward.
• a = g = 9.80 ms-2 is always
downward everywhere in
the motion
• The instantaneous velocity
at the maximum height is
zero
v = 0
2.4 Free Fall Motion
50. Object thrown vertically
upward and caught at the
same position.
Symmetrical Free Fall
Initial velocity = final velocity
but in opposite direction
Time to reach highest position =
time to drop to initial position
u v
tup tdown
2.4 Free Fall Motion
51. Non-symmetrical Free Fall
• Object thrown vertically
upward and falls to a
lower level.
– Upward and downward
portions
2.4 Free Fall Motion
52. Problem solving strategy
1. Read and understand the question.
2. Visualise the situation. In some cases you may need to
split the motion into upward and downward sections.
3. Draw a vertical straight line to represent the free fall
motion. Indicate the initial and final levels.
4. In your diagram, indicate the initial velocity, final
velocity, acceleration, time interval and displacement,
for each section of the motion.
5. Determine the known and unknown values.
6. Use the relevant kinematic equation to determine the
unknown values. Take care of the signs of each values.
7. State your final answer. Do not forget the unit.
2.4 Free Fall Motion
53. Projectile Motion
• An object may move in both
the x and y directions
simultaneously
– It moves in two
dimensions
• The form of two dimensional
motion we will deal with is
called projectile motion
2.5 Projectile Motion
54. Projectile Motion - acceleration
• y-direction
– free fall problem,
acceleration ay = g
(downward)
– Uniformly accelerated
linear motion, so the
motion equations all
hold
• x-direction
– Uniform motion
– ax = 0
2.5 Projectile Motion
55. Projectile Motion – initial velocity
• The initial velocity can be resolve into its x-
(horizontal) and y- (vertical) components
–
v
q
V cos q
V sin q
2.5 Projectile Motion
56. Projectile Motion – velocity
• The velocity x- and y-directions of motion are completely independent of
each other
• The velocity can be resolve into its horizontal (x-) and vertical (y-)
components.
Velocity components
2.5 Projectile Motion
57. Velocity of the Projectile
• The velocity of the projectile at any point of its motion is the
vector sum of its x and y components at that point
2.5 Projectile Motion
58. Velocity of the Projectile
• The velocity of the projectile at any point of its
motion is the vector sum of its x and y
components at that point.
• The magnitude and direction of the velocity can
be calculated using:
2 2 1
ta n y
x y
x
v
v v v a n d
v
q
2.5 Projectile Motion
59. Projectile Motion – displacement
► The displacement in x- and y-directions of motion are completely independent of
each other
► The displacement can be resolve into its horizontal (x-) and vertical (y-)
components.
Displacement components
2.5 Projectile Motion
60. Projectile Motion
Horizontal
component
Vertical
component
( + upward)
acceleration ax = 0 ay = - g
initial velocity vox = vo cos q voy = vo sin q
final velocity
(at max height)
vx = vox vy = 0
time interval t t
displacement x y horizontal
vertical
vo
q
2.5 Projectile Motion
61. Horizontal component Vertical component
( + upward)
acceleration ax = 0 ay = - g
initial velocity vox = vo cos q voy = vo sin q
final velocity
(at max height)
vx=vox vy = 0
time interval t t
displacement x y
Projectile Motion
For vertical motion (+ upward):
② s = u t + ½ a t2
For horizontal motion:
② s = u t + ½ a t2
q
q
cos
)
0
(
2
1
)
cos
( 2
o
o
v
x
t
t
t
v
x
2
cos
)
(
2
1
cos
)
sin
(
q
q
q
o
o
o
v
x
g
v
x
v
y
q
q 2
2
2
cos
2
tan
o
v
gx
x
y
parabolic equation
y = ax2 + bx + c
2.5 Projectile Motion
63. Projectile Motion
horizontal
vertical
vo
q
At max height , vy = 0, using Eqn ①
v = u + at
0 = vo sin q (- g) T that is,
g
v
T o q
sin
H
Horizontal
component
Vertical
component
( + upward)
acceleration ax = 0 ay = - g
initial velocity vox = vo cos q voy = vo sin q
final velocity
(at max height)
vx=vox vy = 0
time interval T
displacement H
2.5 Projectile Motion
64. Projectile Motion
At max height, using Eqn ②
s = u t + ½ (-g) t2
g
v
T o q
sin
horizontal
vertical
vo
q
g
v
g
v
g
g
v
v
H
o
o
o
2
sin
sin
)
(
2
1
sin
sin
2
2
2
0
q
q
q
q
Horizontal
component
Vertical component
( + upward)
acceleration ax = 0 ay = - g
initial velocity vox = vo cos q voy = vo sin q
final velocity
(at max height)
vx=vox vy = 0
time interval T
displacement H
H
2.5 Projectile Motion
65. Projectile Motion
Horizontal
component
Vertical component
( + upward)
acceleration ax = 0 ay = - g
initial velocity vox = vo cos q voy = vo sin q
final velocity
(at max height)
vx = vox = vo cos q vy = 0
time interval 2 T T
displacement R H horizontal
vertical
vo
q
At max horizontal displacement ,
using Eqn ② s = u t + ½ (-g) t2
g
v
T o q
sin
g
v
g
v
g
v
g
v
v
R
o
o
o
o
o
)
2
sin(
sin
cos
2
sin
2
)
0
(
2
1
sin
2
cos
2
2
2
q
q
q
q
q
q
R
2.5 Projectile Motion
66. Height and Range of the projectile
• Maximum height: (y-axis)
• Range: (x-axis)
g
v
H o
2
sin2
2
q
g
v
R o q
2
sin
2
2.5 Projectile Motion
horizontal
vertical
vo
q R
H
67. Range and height of projectile motion
• Complementary
values of the initial
angle result in the
same range
– The heights will be
different
• The maximum range
occurs at a projection
angle of 45o
2.5 Projectile Motion
68. Some Variations of Projectile Motion
• An object may be fired
horizontally
• The initial velocity is all
in the x-direction
vo = vx and vy = 0
• All the general rules of
projectile motion apply
2.5 Projectile Motion
69. Projectile Motion
Horizontal component Vertical component
( + down)
acceleration ax = 0 ay = + g = 9.81 ms-2
initial velocity vox = 40.0 ms-1 voy = 0
final velocity vx = ? vy = ?
time interval T = ? T = ?
displacement R = ? H = 100 m
Find (a) the range R
(b) time to reach the ground
(c) velocity when touching the ground.
2.5 Projectile Motion
70. Non-Symmetrical Projectile Motion
• Follow the general
rules for projectile
motion
• Break the y-direction
into parts
– up and down
– symmetrical back to
initial height and then
the rest of the height
2.5 Projectile Motion
71. Non-Symmetrical Projectile Motion
Horizontal
component
Vertical component
( + up)
acceleration ax = 0 ay = g = - 9.81
initial velocity vox = 20 cos 30 voy = 20 sin 30
final velocity vx = ? vy = 0
time interval t1 + t2 = ? t1 = ?
displacement X = ? h1 = ?
2.5 Projectile Motion
72. Problem solving strategy
1. Read and understand the question.
2. Visualise the situation.
3. Draw the path of the projectile motion.
4. Resolved your vector quantities into vertical and
horizontal components
5. For each component, determine the known and
unknown values.
6. Use the relevant kinematic equation to determine the
unknown values.
Note: Horizontal component, a = 0
Vertical component, a = g = 9.81 ms-2 downward
7. State your final answer. Do not forget the unit.
2.5 Projectile Motion