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Motion in Two and Three Dimensions:
Vectors
Physics 1425 Lecture 4
Michael Fowler, UVa.
Today’s Topics
• In the previous lecture, we analyzed the
motion of a particle moving vertically under
gravity.
• In this lecture and the next, we’ll generalize to
the case of a particle moving in two or three
dimensions under gravity, like a projectile.
• First we must generalize displacement,
velocity and acceleration to two and three
dimensions: these generalizations are vectors.
Displacement
• We’ll work usually in two dimensions—the three dimensional
description is very similar.
• Suppose we move a ball
from point A to point B on a
tabletop. This displacement
can be fully described by
giving a distance and a direction.
• Both can be represented by an arrow, the length some
agreed scale: arrow length 10 cm representing 1 m
displacement, say.
• This is a vector, written with an arrow : it has magnitude,
meaning its length, written , and direction.
r

| |
r

Displacement as a Vector
• Now move the ball a
second time. It is
evident that the total
displacement , the sum
of the two, called the
resultant, is given by
adding the two vectors
tip to tail as shown:
• Adding displacement
vectors (and notation!):
1
r

2
r

1 2
r r
+
 
Adding Vectors
• You can see that
• The vector represents
a displacement, like
saying walk 3 meters in a
north-east direction: it
works from any starting
point.
• Adding vectors :
1
r

2
r

1 2 2 1.
r r r r
+ = +
   
1
r

2
r

1
r

Subtracting Vectors
• It’s pretty easy: just ask,
what vector has to be
added to to get ?
• The answer must be
• To construct it, put the
tails of , together,
and draw the vector
from the head of to
the head of .
Finding the difference:
a

b

b a
−
 
a

b

a

b

a

b

b a
−
 
Multiplying Vectors by Numbers
• Only the length changes: the direction stays
the same.
• Multiplying and adding or subtracting:
a

2a

a
−

a
 b
 2 3
a b
−


Vector Components
• Vectors can be related to
the more familiar Cartesian
coordinates (x, y) of a point
P in a plane: suppose P is
reached from the origin by a
displacement
• Then can be written as
the sum of successive
displacements in the x- and
y-directions:
• These are called the
components of
• Define to be
vectors of unit length
parallel to the x, y axes
respectively. The
components are
.
r

r

ˆ ˆ
,
i j
ˆ
xi
ˆ
yj
ˆ ˆ
r xi yj
= +

.
r

ˆ ˆ
, .
xi yj
How Relates to (x, y)
• The length (magnitude)
of is
The angle between the vector
and the x-axis is given by:
• a
r

ˆ
xi
ˆ
yj
ˆ ˆ
r xi yj
= +

θ
r

2 2
r x y
= +

tan .
y
x
θ =
Average Velocity in Two Dimensions
average velocity = displacement/time
• A In moving from point to ,
the average velocity is in the
direction :
2 1
2 1
r r
v
t t
−
=
−
 

2
r

1
r

1
r

2 1
r r
−
 
2
r

2 1
r r
−
 
Instantaneous Velocity in Two Dimensions
• Note: is small, but
that doesn’t mean has
to be small— is small
too!
Defined as the average
velocity over a
vanishingly small time
interval : points in
direction of motion at
that instant:
0
lim
t
r dr
v
t dt
∆ →
∆
=
∆
 

1
r

r
∆

2
r

r
∆

t
∆
v

Average Acceleration in Two Dimensions
• Car moving along curving road:
Note that the velocity vectors tails must be
together to find the difference between them.
2 1
2 1
v v
a
t t
−
=
−
 

1
r

2
r

1
v

2
v

1
v

2
v
 2 1
v v
−
 
Instantaneous Acceleration in Two
Dimensions
0
lim
t
v dv
a
t dt
∆ →
∆
= =
∆
 

1
v

2
v
 v
∆

Acceleration in Vector Components
Writing and matching:
as you would expect from the one-dimensional case.
2
2
dv d dr d r
a
dt dt dt dt
 
= = =
 
 
  

( ) ( )
, , ,
x y
a a a r x y
= =
 
2 2
2 2
,
x y
d x d y
a a
dt dt
= =
Clicker Question
A car is moving around a circular track
at a constant speed. What can you say
about its acceleration?
A. It’s along the track
B. It’s outwards, away from the center of the
circle
C. It’s inwards
D. There is no acceleration
Relative Velocity
Running Across a Ship
• A cruise ship is going north at 4 m/s through
still water.
• You jog at 3 m/s directly across
the ship from one side to the other.
• What is your velocity relative to the water?
Relative Velocities Just Add…
• If the ship’s velocity relative to the water is
• And your velocity relative to the ship is
• Then your velocity relative to the water is
• Hint: think how far you are displaced in one second!
1
v

2
v

1 2
v v
+
 

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10_1425_web_Lec_04_2D_Motion.pdf

  • 1. Motion in Two and Three Dimensions: Vectors Physics 1425 Lecture 4 Michael Fowler, UVa.
  • 2. Today’s Topics • In the previous lecture, we analyzed the motion of a particle moving vertically under gravity. • In this lecture and the next, we’ll generalize to the case of a particle moving in two or three dimensions under gravity, like a projectile. • First we must generalize displacement, velocity and acceleration to two and three dimensions: these generalizations are vectors.
  • 3. Displacement • We’ll work usually in two dimensions—the three dimensional description is very similar. • Suppose we move a ball from point A to point B on a tabletop. This displacement can be fully described by giving a distance and a direction. • Both can be represented by an arrow, the length some agreed scale: arrow length 10 cm representing 1 m displacement, say. • This is a vector, written with an arrow : it has magnitude, meaning its length, written , and direction. r  | | r 
  • 4. Displacement as a Vector • Now move the ball a second time. It is evident that the total displacement , the sum of the two, called the resultant, is given by adding the two vectors tip to tail as shown: • Adding displacement vectors (and notation!): 1 r  2 r  1 2 r r +  
  • 5. Adding Vectors • You can see that • The vector represents a displacement, like saying walk 3 meters in a north-east direction: it works from any starting point. • Adding vectors : 1 r  2 r  1 2 2 1. r r r r + = +     1 r  2 r  1 r 
  • 6. Subtracting Vectors • It’s pretty easy: just ask, what vector has to be added to to get ? • The answer must be • To construct it, put the tails of , together, and draw the vector from the head of to the head of . Finding the difference: a  b  b a −   a  b  a  b  a  b  b a −  
  • 7. Multiplying Vectors by Numbers • Only the length changes: the direction stays the same. • Multiplying and adding or subtracting: a  2a  a −  a  b  2 3 a b −  
  • 8. Vector Components • Vectors can be related to the more familiar Cartesian coordinates (x, y) of a point P in a plane: suppose P is reached from the origin by a displacement • Then can be written as the sum of successive displacements in the x- and y-directions: • These are called the components of • Define to be vectors of unit length parallel to the x, y axes respectively. The components are . r  r  ˆ ˆ , i j ˆ xi ˆ yj ˆ ˆ r xi yj = +  . r  ˆ ˆ , . xi yj
  • 9. How Relates to (x, y) • The length (magnitude) of is The angle between the vector and the x-axis is given by: • a r  ˆ xi ˆ yj ˆ ˆ r xi yj = +  θ r  2 2 r x y = +  tan . y x θ =
  • 10. Average Velocity in Two Dimensions average velocity = displacement/time • A In moving from point to , the average velocity is in the direction : 2 1 2 1 r r v t t − = −    2 r  1 r  1 r  2 1 r r −   2 r  2 1 r r −  
  • 11. Instantaneous Velocity in Two Dimensions • Note: is small, but that doesn’t mean has to be small— is small too! Defined as the average velocity over a vanishingly small time interval : points in direction of motion at that instant: 0 lim t r dr v t dt ∆ → ∆ = ∆    1 r  r ∆  2 r  r ∆  t ∆ v 
  • 12. Average Acceleration in Two Dimensions • Car moving along curving road: Note that the velocity vectors tails must be together to find the difference between them. 2 1 2 1 v v a t t − = −    1 r  2 r  1 v  2 v  1 v  2 v  2 1 v v −  
  • 13. Instantaneous Acceleration in Two Dimensions 0 lim t v dv a t dt ∆ → ∆ = = ∆    1 v  2 v  v ∆ 
  • 14. Acceleration in Vector Components Writing and matching: as you would expect from the one-dimensional case. 2 2 dv d dr d r a dt dt dt dt   = = =         ( ) ( ) , , , x y a a a r x y = =   2 2 2 2 , x y d x d y a a dt dt = =
  • 15. Clicker Question A car is moving around a circular track at a constant speed. What can you say about its acceleration? A. It’s along the track B. It’s outwards, away from the center of the circle C. It’s inwards D. There is no acceleration
  • 16. Relative Velocity Running Across a Ship • A cruise ship is going north at 4 m/s through still water. • You jog at 3 m/s directly across the ship from one side to the other. • What is your velocity relative to the water?
  • 17. Relative Velocities Just Add… • If the ship’s velocity relative to the water is • And your velocity relative to the ship is • Then your velocity relative to the water is • Hint: think how far you are displaced in one second! 1 v  2 v  1 2 v v +  