SlideShare a Scribd company logo
Read a selection of your colleagues’ postings.
Respond to two of your colleagues in one or more of the
following ways:
· Compare how you and your colleague view the elements
needed to support creativity in the workplace.
· Share a relevant experience where you or your organization
tried to implement an element or a practice in an effort to create
an environment for employees to be more creative.
· Explore a way you might want to implement an element shared
by your colleague at your organization or within your industry.
Responses to Classmates Template (Must use for response to
both Collegues)
Compare how you and your colleague view the elements needed
to support creativity in the workplace.
Share a relevant experience where you or your organization
tried to implement an element or a practice in an effort to create
an environment for employees to be more creative.
Explore a way you might want to implement an element shared
by your colleague at your organization or within your industry.
APA References
1st Colleague to respond to:
A description of three organizational principles at Pixar that
support a workplace environment where employees can
implement creative solutions to problems.
After reading the article on the way, that Pixar fosters creativity
the three principles that I resonated with would have to be the
peer culture, communication is essential for everyone, and
postmortems. These principles would be great for any
workplace environment. They would help the environment
implement creative solutions to any problem. As Catmull,
(2008) states, “you get great creative people, you bet big on
them, you give them enormous leeway and support, and you
provide them with an environment in which they can get honest
feedback from everyone” p.5. These three principles, encompass
the companies overall philosophy.
Having your work evaluated by your peer is a big help in the
fact that they will give you blatantly honest reviews and ideas
that you never thought of. Pixar’s group of “brain trust”
(Catmull, 2008, p.6) shows just how the company uses divergent
thinking to get feedback about a project. This way they can fix
an issue or delve deeper into a certain branch of their feedback.
Communication is an essential part of all companies'
environment. When teams communicate, well it makes the
environment have less tension and work productivity is higher.
Giving members the ability to not have to worry about whom
they approach about getting feedback or input from for a project
is a great way to show not only inclusion but trust in the
employees. It shows that the company values all employees'
input.
Being able to reflect on not only the good but also the negative
is an important part of growing. For the company to realize that
they are not just confronting the unpleasant that they are
learning a lesson from going back over their work is a highly
valuable principle to have.
Choose one of these principles or another principle that you are
familiar with that could be implemented at your organization or
an organization which with you are familiar to improve
creativity and the implementation of creative solutions.
As of right now, I believe that the organization that I currently
work for would benefit greatly if we applied the postmortem to
the work that we do. If we were to implement the practice of
this principle, it would help us come up with solutions that
would possibly last longer than the method we are currently
using. I really would love to bring to the organization Catmull
(2008) technique of “list the five top things they would do again
and the top five things they wouldn’t do” p.9. Just this one
technique would help the implementation of creative solutions
in my opinion.
Explain why it would be beneficial to implement this principle
at the organization you selected.
The practice of the postmortem would help at the organization I
picked because we constantly have to change how we approach
situations. While that is not a bad thing in my line of work, the
turnover of new ideas is a bit too quick. We implement new
ideas about every two months. This, in turn, is burning out the
team fast. The team hardly gets to take time and reflect on what
did work and what did not work. By using this principle, I
believe it would help to generate a solution that would last for a
longer period or even a permanent solution.
Explain how you as a manager might implement this principle
and how you would need to tailor it for the organization you
selected. Support your conclusions with references from this
week's Resources.
If I were to implement this principle at the organization, I
would need the support of others in the organization first. As
Miller &wedel-Wedellsborg (2013), advises “seek support from
managers who are a notch or two above or at your level” p.5. By
having support, it is likely that they will be on the same page as
I am. They are more likely to join in on helping me implement
the practice (Miller & Wedell -Wedellsborg, 2013, p.6). After
getting support, the next step would be to use the “POINt tool”
mentioned in The Innovative Team (Grivas & Puccio (2012) to
assist in helping the team see the best part of using the principle
and ways that they principle would best help us in the long run.
APA References
Catmull, E. (2008). How Pixar fosters collective
creativity. Harvard Business Review, 86(9), 64–72.
Grivas, C., & Puccio, G.J. (2012). The innovative team:
Unleashing creative potential for breakthrough results. Chapter
20,” Developing
Solution
s” (pp.215-224)
Miller, P., & Wedell-Wedellsborg, T. (2013). The case for
stealth innovation. Harvard Business Review, 91(3), 90–97.
2nd Colleague to Respond to:
A description of three organizational principles at Pixar that
support a workplace environment where employees can
implement creative solutions to problems.
· Create a Peer Culture: Encourage people throughout your
company to help each other produce their best work (Catmull,
2008).
· Craft a Learning Environment: Reinforce the mind-set that
you’re all learning—and it’s fun to learn together (Catmull,
2008).
· Get More Out of Post-mortems: Many people dislike project
post-mortems. They’d rather talk about what went right than
what went wrong. And after investing extensive time on the
project, they’d like to move on. Structure your post-mortems to
stimulate discussion. (Catmull, 2008).
I specifically chose these organizational principles because
they all have one thing in common, it promotes collaboration.
When you give your team creative freedom to innovative fresh
ideas amongst each other. This gives your team the opportunity
feed off one another (creating a peer culture), develop new
strategies that works best for them/company (craft a learning
environment), and come to a common ground of what benefit
the brand (get more out of post-mortems).
Choose one of these principles or another principle that you are
familiar with that could be implemented at your organization or
an organization which with you are familiar to improve
creativity and the implementation of creative solutions. Explain
why it would be beneficial to implement this principle at the
organization you selected.
· One principle that I am most familiar with is creating a peer
culture. Catmull explains that everyone is fully invested in
helping everyone else turn out the best work. Which means your
team really do feel that it’s all for one and one for all. Nothing
exemplifies this more than our creative brain trust and our daily
review process (Catmull, 2008). When you have a great work
relationship with your team, this helps develop trust and
honesty when feedback is needed. Receiving genuine advice on
how to better a task can be uplifting and a challenge to make the
results better.
Explain how you as a manager might implement this principle
and how you would need to tailor it for the organization you
selected. Support your conclusions with references from this
week's Resources.
· I implement this principle by collaborating first with my
management. I am a firm believer in having your management
team on one accord as well as have a great relationship amongst
everyone. As leaders, we are watched and duplicated by our
associates because every day we are setting the standard of what
the company initially want. In the world of retail, this principle
is the first step.
APA References
Catmull, E. (2008). How Pixar fosters collective
creativity. Harvard Business Review, 86(9), 64–72.
Kinematics
Carolina Distance Learning
Investigation Manual
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Table of Contents
Overview
...............................................................................................
.......... 3
Objectives
...............................................................................................
........ 3
Time Requirements
........................................................................................ 3
Background
...............................................................................................
..... 4
Materials
...............................................................................................
........... 8
Safety
...............................................................................................
................ 9
Alternate Methods for Collecting Data using Digital Devices.
........... 10
Preparation
...............................................................................................
.... 11
Activity 1: Graph and interpret motion data of a moving object
..... 11
Activity 2: Calculate the velocity of a moving object
......................... 12
Activity 3: Graph the motion of an object traveling under
constant
acceleration
...............................................................................................
.. 16
Activity 4: Predict the time for a steel sphere to roll down an
incline 23
Activity 5: Demonstrate that a sphere rolling down the incline is
moving under constant acceleration
..................................................... 26
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Overview
Kinematics is the branch of physics that deals with the analysis
of the motion of objects
without concern for the forces causing the motion. Scientists
have developed
equations that describe the movement of objects within certain
parameters, such as
objects moving with a constant velocity or a constant
acceleration. Using these
equations, the future position and velocity of an object can be
predicted. This
investigation will focus on objects moving with a constant
velocity or a constant
acceleration. Data will be collected on these objects, and the
motion of the objects
will be analyzed through graphing these data.
Objectives
velocity or constant
acceleration
tities such as displacement and
acceleration, and scalar
quantities such as distance and speed.
constant velocity
or constant acceleration.
ict the motion of
objects moving at
a constant velocity or constant acceleration.
Time Requirements
Preparation
.............................................................................................5
minutes
Activity 1
...............................................................................................
..15 minutes
Activity 2
...............................................................................................
..20 minutes
Activity 3
...............................................................................................
..20 minutes
Activity 4
...............................................................................................
..10 minutes
Activity 5
...............................................................................................
..20 minutes
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Background
Mechanics is the branch of physics that that studies the motion
of objects and the
forces and energies that affect those motions. Classical
Mechanics refers to the motion
of objects that are large compared to subatomic particles and
slow compared to the
speed of light. The effects of quantum mechanics and relativity
are negligible in
classical mechanics. Most objects and forces encountered in
daily life can be
described by classical mechanics, such as the motion of a
baseball, a train, or even a
bullet or the planets. Engineers and other scientists apply the
principles of physics in
many scenarios. Physicists and engineers often collect data
about an object and use
graphs of the data to describe the motion of objects.
Kinematics is a specific branch of mechanics that describes the
motion of objects
without reference to the forces causing the motion. Examples
of kinematics include
describing the motion of a race car moving on a track or an
apple falling from a tree,
but only in terms of the object’s position, velocity, acceleration,
and time without
describing the force from the engine of the car, the friction
between the tires and the
track, or the gravity pulling the apple. For example, it is
possible to predict the time it
would take for an object dropped from the roof of a building to
fall to the ground using
the following kinematics equation:
� =
1
2
� �2
Where s is the displacement from the starting position at a given
time, a is the
acceleration of the object, and t is the time after the object is
dropped. The equation
does not include any variables for the forces acting on the
object or the mass or energy
of the object. As long as the some initial conditions are known,
such an object’s
position, acceleration, and velocity at a given time, the motion
or position of the object
at any future or previous time can be calculated by applying
kinematics. This method
has many useful applications. One could calculate the path of a
projectile such as a
golf ball or artillery shell, the time or distance for a
decelerating object to come to rest,
or the speed an object would be traveling after falling a given
distance.
Early scientists such as Galileo Galilee (1564-1642), Isaac
Newton (1642-1746) and
Johannes Kepler (1571-1630) studied the motion of objects and
developed
mathematical laws to describe and predict their motion. Until
the late sixteenth
century, the idea that heavier objects fell faster than lighter
objects was widely
accepted. This idea had been proposed by the Greek
philosopher Aristotle, who lived
around the third century B.C. Because the idea seemed to be
supported by
experience, it was generally accepted. A person watching a
feather and a hammer
dropped simultaneously from the same height would certainly
observe the hammer
falling faster than the feather. According to legend, Galileo
Galilee, an Italian physicist
and mathematician, disproved this idea in a dramatic
demonstration by dropping
objects of different mass from the tower of Pisa to demonstrate
that they fell at the
same rate. In later experiments, Galileo rolled spheres down
inclined planes to slow
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down the motion and get more accurate data. By analyzing the
ordinary motion of
objects and graphing the results, it is possible to derive some
simple equations that
predict their motion.
To study the motion of objects, a few definitions should be
established. A vector refers
to a number with a direction and magnitude (or size). Numbers
that have a magnitude
but not a direction are referred to as a scalar. In kinematics,
vectors are important,
because the goal is to calculate the location and direction of
movement of the object
at any time in the future or past. For example if an object is
described as being 100
miles from a given position traveling at a speed of 50 miles per
hour, that could mean
the object will reach the position in 2 hours. It could also mean
the object could be
located up to 100 miles farther away in 1 hour, or somewhere
between 100 and 200
miles away depending on the direction. The quantity speed,
which refers to the rate of
change in position of an object, is a scalar quantity because no
direction of travel is
defined. The quantity velocity, which refers to both the speed
and direction of an
object, is a vector quantity.
Distance, or the amount of space between two objects, is a
scalar quantity.
Displacement, which is distance in a given direction, is a vector
quantity. If a bus
travels from Washington D.C. to New York City, the distance
the bus traveled is
approximately 230 miles. The displacement of the bus is
(roughly) 230 miles North-East.
If the bus travels from D.C to New York and back, the distance
traveled is roughly 460
miles, but the displacement is zero because the bus begins and
ends at the same point.
It is important to define the units of scalar and vector quantities
when studying
mechanics. A person giving directions from Washington D.C.
to New York might
describe the distance as being approximately 4 hours. This may
be close to the actual
travel time, but this does not indicate actual distance.
To illustrate the difference between distance and displacement,
consider the following
diagrams in Figures 1-3.
Consider the number line in Figure 1. The displacement from
zero represented by the
arrowhead on the number line is -3, indicating both direction
and magnitude. The
distance from zero indicated by the point on the number line
equals three, which is the
magnitude of the displacement. For motion in one dimension,
the + or‒ sign is sufficient
to represent the direction of the vector.
Figure 1.
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Figure 2 Figure 3
The arrows in Figures 2 and 3 represent displacement vectors
for an object. The long
lines represent a displacement with a magnitude of five. This
displacement vector can
be resolved into two component vectors along the x and y axes.
In all four diagrams
the object is moved some distance in either the positive or
negative x direction, and
then some distance in the positive y direction; however, the
final position of the object
is different in each diagram. The total distance between the
object's initial and final
position in each instance is 5 meters, however to describe the
displacement, s, from the
initial position more information is needed.
In Figure 2, the displacement vector can be given by 5 meters
(m) at 53.1°. This vector
is found by vector addition of the two component vectors, 3 m
at 0° and 4 m at 90°,
using conventional polar coordinates that assign 0° to the
positive x direction and
progress counterclockwise towards 360°. The displacement in
Figure 3 is 5 m at 143.1°.
In each case the magnitude of the vector is length of the arrow,
that is, the distance
that the object travels. Most texts will indicate that a variable
represents a vector
quantity by placing an arrow over the variable or placing the
variable in bold.
To indicate the magnitude of a vector, absolute value bars are
used. For example the
magnitude of the displacement vector in each diagram is 5 m.
In Figure 2 the
displacement is given by:
s = 5 m at 51.3°
The magnitude of this vector may be written as:
| � | = d = 5 m
The displacement vector in Figure 2, s = 5 m at 53.1°, can be
resolved into the
component vectors 3 m at 0° and 4 m at 90°.
Two more terms that are critical for the study of kinematics are
velocity and
acceleration. Both terms are vector quantities.
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Velocity (v) is defined as the rate of change of the position of
an object. For an object
moving in the x direction, the magnitude of the velocity (speed)
may be described as:
� =
�2 − �1
∆�
Where x2 is the position at time t2 and x1 is the position of the
object at time t1. The
variable ∆t represents the time interval t2 -t1. The symbol, ∆, is
the Greek symbol delta,
and refers to a change or difference. ∆t is read, "delta t". Time
in the following
examples is provided in seconds (s). Please be sure that you do
not confuse the “s” unit
for seconds, and the “s “ unit for displacement in these
formulas.
For example if an object is located at a position designated x1 =
2 m and moves to
position x2 = 8 m over a time interval ∆t = 2 s, then the average
speed could be
calculated:
8� − 2�
2s
= 3�/s
The velocity could for this object could be indicated as:
� = 3 �/s
Because velocity is a vector quantity, the positive sign indicates
that the object was
traveling in the positive x direction, at a speed of 3 m/s.
Acceleration is defined as the rate of change of velocity. The
magnitude of
acceleration may be described as:
� =
�� − �1
∆�
For example, an object with an initial velocity v1 = 10 m/s
slows to a final velocity of v2 =
1 m/s over an interval of 3 s.
1 � s⁄ − 10
�
�⁄
3s
= −3 � s
s⁄
⁄
The object has an average acceleration of ‒3 meters per second
per second, which
can also be written as ‒3 meters per second squared, or ‒3 �
s2⁄
.
Because only the initial and final positions or velocities over a
given time interval are
used in these equations, the calculated values indicate the
average velocity or
acceleration. Calculating the instantaneous velocity or
acceleration of an object
requires the application of calculus. Only average velocity and
acceleration are
considered in this investigation.
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Materials
Included in the Central Materials kit:
Tape Measure
Rubber Bands
Protractor
Included in the Mechanics Module materials kit
Constant Velocity Vehicle
Steel Sphere
Acrylic Sphere
Angle Bar
Foam Board
Block of Clay
Needed, but not supplied:
Scientific or Graphing Calculator
or Computer with Spreadsheet Software
Permanent Marker
Masking Tape
Stopwatch, or smartphone able to record
video
Reorder Information: Replacement supplies for the Kinematics
investigation can be
ordered from Carolina Biological Supply Company, kit 580404
Mechanics Module.
Call 1-800-334-5551 to order.
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©2015 Carolina Biological Supply Company
Safety
Safety goggles should be worn while conducting this
investigation.
Read all the instructions for this laboratory activity before
beginning. Follow the
instructions closely and observe established laboratory safety
practices.
Do not eat, drink, or chew gum while performing this activity.
Wash your hands with
soap and water before and after performing the activity. Clean
up the work area
with soap and water after completing the investigation. Keep
pets and children
away from lab materials and equipment.
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Alternate Methods for Collecting Data using Digital Devices.
Much of the uncertainty in these experiments arises from human
error in measuring the
times of events. Some of the time intervals are very short,
which increases the effect of
human error due to reaction time.
Observing the experiment from a good vantage point that
removes parallax errors and
recording measurements for multiple trials helps to minimize
error, but using a digital
device as an alternate method of data collection may further
minimize error.
Many digital devices, smart phones, tablets, etc. have cameras
and software that
allow the user to pause or slow down the video.
If you film the experiment against a scale, such as a tape
measure, you can use your
video playback program to record position and time data for the
carts. This can
provide more accurate data and may eliminate the need for
multiple trials.
If the time on your device’s playback program is not
sufficiently accurate, some
additional apps may be available for download.
Another option is to upload the video to your computer.
Different video playback
programs may come with your operating system or software
suite or may be available
for download.
Some apps for mobile devices and computer programs available
for download are
listed below, with notes about their features.
Hudl Technique: http://get.hudl.com/products/technique/
-second with slow motion
features
QuickTime http://www.apple.com/quicktime/download/
http://get.hudl.com/products/technique/
http://www.apple.com/quicktime/download/
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Preparation
1. Collect materials needed for this investigation.
2. Locate and clear an area of level floor space in order to
conduct the constant
velocity experiment. The space should be free of obstruction
and three to four
meters long with a surface which will allow the vehicle to
maintain traction but not
impede the vehicle.
Activity 1: Graph and interpret motion data of a moving object
One way to analyze the motion of an object is to graph the
position and time data.
The graph of an object's motion can be interpreted and used to
predict the object's
position at a future time or calculate an object's position at a
previous time.
Table 1 represents the position of a train on a track. The train
can only move in one
dimension, either forward (the positive x direction) or in
reverse (the negative x
direction).
Table 1
Time (x-axis), seconds Position (y-axis), meters
0 0
5 20
10 40
15 50
20 55
30 60
35 70
40 70
45 70
50 55
1. Plot the data from Table 1 on a graph using the y-axis to
represent the displacement
from the starting position (y = 0) and the time coordinate on the
x-axis.
2. Connect all the coordinates on the graph with straight lines.
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Activity 2: Calculate the velocity of a moving object
In this activity you will graph the motion of an object moving
with a constant velocity.
The speed of the object can be calculated by allowing the
Constant Velocity Vehicle
to travel a given distance and measuring the time that it took to
move this distance. As
seen in Activity 1, this measurement will only provide the
average speed. In this activity,
you will collect time data at several travel distances, plot these
data, and analyze the
graph
1. Find and clear a straight path approximately two meters long.
2. Install the batteries and test the vehicle.
3. Use your tape measure or ruler to measure a track two meters
long. The track should
be level and smooth with no obstructions. Make sure the
surface of the track
provides enough traction for the wheels to turn without
slipping.
Place masking tape across the track at 25 cm intervals.
4. Set the car on the floor approximately 5 cm behind the start
point of the track.
5. Set the stopwatch to the timing mode and reset the time to
zero.
6. Start the car and allow the car to move along the track.
7. Start the stopwatch when the front edge of the car crosses the
start point.
8. Stop the stopwatch when the front edge of the car crosses the
first 25 cm point.
9. Recover the car, and switch the power off. Record the time
and vehicle position on
the data table.
10. Repeat steps #5‒9 for each 25 cm interval marked. Each
trial will have a distance
that is 25 cm longer than the previous trial, and the stopwatch
will record the time
for the car to travel the individual trial distance.
11. Record the data in Data Table 1.
Note: The vehicle should be able to travel two meters in a
generally straight path. If
the vehicle veers significantly to one side, you may need to
allow the vehicle to
travel next to a wall. The friction will affect the vehicle's
speed, but the effect will be
uniform for each trial.
Note: Starting the car a short distance before the start point
allows the vehicle to
reach its top speed before the time starts and prevents the short
period of
acceleration from affecting the data.
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Data Table 1
Time (s) Displacement (m)
0.00
0.25
0.50
0.75
1.00
1.25
1.50
1.75
2.00
12. Graph the time and displacement data points on graph paper.
13. Draw a line of best fit through the data points.
14. Calculate the slope of the line.
15. Make a second data table, indicating the velocity of the car
at any time.
Data Table 2
Time (s) Velocity (m/s)
1
2
3
4
5
6
7
8
Note: The points should generally fall in a straight line. If you
have access to a
graphing calculator or a computer with spreadsheet software,
the calculator or
spreadsheet can be programmed to draw the line of best fit, or
trend line.
Note: Based on the equation of a line that cross the y-axis at y =
0, the slope of the
line, m, will be the velocity of the object.
� = ��
� = �∆�
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16. Graph the data points from the Data Table 2 on a second
sheet of graph paper.
Label the y-axis Velocity and the x-axis Time.
17. Draw a vertical line from the x-axis at the point time = 2
seconds so that it intersects
the line representing the velocity of the car.
18. Draw a second vertical line from the x-axis at the point time
= 4 seconds so that it
intersects the line representing the velocity of the car.
19. Calculate the area represented by the rectangle enclosed by
the two vertical lines
you just drew, the line for the velocity of the car, and the x-
axis. An example is shown
as the blue shaded area in Figure 4.
Figure 4
Note: Because the object in this example, the battery-powered
car, moves with a
constant speed, all the values for the velocity of the car in the
second table should
be the same. The value of the velocity for the car should be the
slope of the line in
the previous graph.
Note: When the data points from this table are plotted on the
second graph, the
motion of the car should generate a horizontal line. On a
velocity vs. time graph, an
object moving with a constant speed is represented by a
horizontal line.
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Note: In order to calculate the area of this rectangle, you must
multiply the value
for the time interval between time t=2 s and time t=4 s, by the
velocity of the car.
This area represents the distance traveled by the object during
this time interval.
This technique is often referred to as calculating the “area under
the curve”. The
graph of velocity vs. time for an object that is traveling with a
constant
acceleration will not be a horizontal line, but using the same
method of graphing
the velocity vs. time and finding the “area under the curve” in a
given time
interval can allow the distance traveled by the object to be
calculated.
Distance = velocity × time
In this equation, the time units (s) cancel out when velocity and
time are
multiplied, leaving the distance unit in meters.
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Activity 3: Graph the motion of an object traveling under
constant
acceleration
Collecting data on freefalling objects requires accurate timing
instruments or access to
a building with heights of several meters where objects can
safely be dropped over
heights large enough to allow accurate measurement with a
stopwatch. To collect
usable data, in this activity you will record the time objects to
roll down an incline. This
reduces acceleration to make it easier to record accurate data on
the distance that
an object moves.
1. Collect the following materials:
Steel Sphere
Acrylic Sphere
Angle Bar
Clay
Tape Measure
Timing Device
Protractor
2. Use the permanent marker and the tape measure to mark the
inside of the angle
bar at 1-cm increments.
3. Use the piece of clay and the protractor to set up the angle
bar at an incline
between 5° to 10°. Use the clay to set the higher end of the
anglebar and to
stabilize the system. (Figure 5)
Figure 5
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Set up the angle bar so that the lower end terminates against a
book or a wall, to stop
the motion of the sphere (Figure 6.)
Figure 6
4. Place the steel sphere 10 cm from the lower end of the track.
5. Release the steel sphere and record the time it takes for the
sphere to reach the
end of the track.
6. Repeat steps #4‒5 two more times for a total of three
measurements at a starting
point of 10 cm.
7. Repeat steps #4‒6, increasing the distance between the
starting point and the end
of the track by 10 cm each time.
8. Record your data in Data Table 3.
Note: You are recording the time it takes for the sphere to
accelerate over an
increasing distance. Take three measurements for each
distance, and average the
time for that distance. Record the time for each attempt and the
average time in
Table 4.
18
©2015 Carolina Biological Supply Company
Data Table 3
Time (s) Average time (s) Average Time 2 (s2) Distance (m)
Trial 1 =
0.1 Trial 2 =
Trial 3 =
Trial 1 =
0.2
Trial 2 =
Trial 3 =
Trial 1 =
0.3 Trial 2 =
Trial 3 =
Trial 1 =
0.4 Trial 2 =
Trial 3 =
Trial 1 =
0.5 Trial 2 =
Trial 3 =
Trial 1 =
0.6 Trial 2 =
Trial 3 =
Trial 1 =
0.7 Trial 2 =
Trial 3 =
Trial 1 =
0.8 Trial 2 =
Trial 3 =
9. Calculate the average time for each distance and record this
value in Table 4.
10. Create a graph of distance vs. time using the data from
Table 4.
11. Complete Table 4 by calculating the square of the average
time for each distance.
12. Create a graph of displacement vs. time squared from the
data in Table 4.
19
©2015 Carolina Biological Supply Company
Graphing the displacement vs time data from Table 4 will
generate a parabola.
When data points generate a parabola, it means the y value is
proportional to the
square of the x value, or:
� ∝ �2
That means the equation for a line that fits all the data points
looks like:
� = ��2 + �� + �.
In our experiment, the y-axis is displacement and the x-axis is
time-; therefore
displacement is proportional to the time squared:
� ∝ �2
So, we can exchange y in the equation with displacement (s), to
give a formula that
looks like:
� = ��2 + �� + �.
We would know the displacement s, at any time t. We just need
to find the
constants, A, B, and C.
The equation that describes the displacement of an object
moving
with a constant acceleration is one of the kinematics equations:
� =
1
2
�∆�2 + ��∆�
The following section describes how to find this equation using
the same method of
finding the “area under the curve” covered in Activity 2.
20
©2015 Carolina Biological Supply Company
Finding an Equation for the Motion of an Object with Constant
Acceleration
The general form of a line is:
� = �� + �
Where m is the slope of the line, and b is the y-intercept, the
point where the line
crosses the y-axis. Because the first data point represents time
zero and
displacement zero, the y-intercept is zero and the equation for
the line simplifies
to:
y = mx
The data collected in Activity 3 showed that:
� ∝ �2
This means that the displacement for the object that rolls down
an inclined plane
is can be represented mathematically as:
� = ��2 + c
Where k is an unknown constant representing the slope of the
line, and c is an
unknown constant representing the y-intercept.
The displacement of the sphere as it rolls down the incline can
be calculated
using this equation, if the constants k and c can be found.
Further experimentation indicates that the constant k for an
object in freefall is
one-half the acceleration. If the object is released from rest, the
constant c will
be zero.
So for an object that is released from rest, falling under the
constant
acceleration due to gravity, the displacement from the point of
release is given
by:
� =
1
2
��2
Where s is the displacement, t is the time of freefall, and � is
the acceleration.
For objects in freefall near Earth’s Surface the acceleration due
to gravity has a
value of 9.8 �
s2⁄
.
Another way to derive this equation, and find the values for k
and c, is to
consider the velocity vs. time graph for an object moving with a
constant
acceleration. Remember the velocity vs. time graph for the
object moving with
constant velocity from Activity 2. If velocity is constant, the
equation of that
graph would be:
� = �
21
©2015 Carolina Biological Supply Company
Where v represents the velocity, plotted on the y-axis, and k is
the constant
value of the velocity. Plotted against time on the x-axis, this
graph is a horizontal
line, as depicted in Figure 7.
Figure 7
By definition, the shaded area is the distance traveled by the
object during the
time interval:
Δ� = �2 − �1
� =
������������
����
=
�
∆�
∴ � = �∆�
If an object has a constant acceleration, then by definition:
� =
�� − �1
∆�
Or :
�2 = �∆� + ��
This is equation is in the general form of a line y = mx + b, with
velocity on the y-
axis and time on the x-axis. The graph of this equation would
look like the graph
in Figure 8.
Figure 8
Similar to how the shaded area A1 in Figure 7 represents the
distance traveled by
the object during the time interval Δt = t2 – t1, the shaded area
A2 combined with
22
©2015 Carolina Biological Supply Company
A1 equals the distance traveled by the object undergoing
constant
acceleration.
The area A1 can be given by:
�1 = ��∆�
The area A2 can be given by:
�2 =
1
2
(�2 − ��)∆�
Because this is the area of the triangle, where the length of the
base is Δt and the
height of the triangle is (�� − ��),
Adding these two expressions and rearranging:
� =
1
2
(�2 − ��)∆�
And substituting:
�2 = �∆� + ��
Gives this equation:
� =
1
2
(�Δ� + �1 + �2Δ� + �1Δ�)
Simplifying gives:
� =
1
2
�∆�2 + ��∆�
This equation gives the theoretical displacement for an object
undergoing a
constant acceleration, �, at any time t, where s is the
displacement during the
time interval, Δ�, and v1 is the initial velocity.
If the object is released from rest, as in our experiment, v1 = 0
and the equation
simplifies to:
� =
1
2
�∆�2
23
©2015 Carolina Biological Supply Company
Activity 4: Predict the time for a steel sphere to roll down an
incline
In this activity you will use the kinematics equation:
� =
1
2
�∆�2
This will allow you to predict how long the sphere will take to
roll down the
inclined track.
First you must solve the previous equation for time:
� = √
2�
�
If the object in our experiment was in freefall you would just
need to substitute
the distance it was falling for s and substitute the acceleration
due to Earth’s
gravity for �, which is
g = 9.8 m/s2
In this experiment, however the object is not undergoing
freefall, it is rolling down
an incline.
The acceleration of an object sliding, without friction down an
incline is given by:
� = gSINθ
Where θ is the angle between the horizontal plane (the surface
of your table)
and the inclined plane (the track), and g is the acceleration due
to Earth’s
gravity.
When a solid sphere is rolling down an incline the acceleration
is given by:
� = 0.71 gSINθ
The SIN (trigonometric sine) of an angle can be found by
measuring the angle
with a protractor and using the SIN function on your calculator
or simply by
dividing the length of the side opposite the angle (the height
from which the
sphere starts) by the length of the hypotenuse of the right
triangle (the length of
the track). Figure 9 shows the formula for deriving sines from
triangles.
Note: Read the following section carefully.
24
©2015 Carolina Biological Supply Company
Figure 9
sin � =
��������
ℎ���������
Activity 4: Procedure
1. Set up the angle bar as a track. Measure the length of the
track and the angle of
elevation between the track and the table.
2. Rearrange the kinematics equation to solve for time (second
equation), and
substitute the value 0.71 g SINθ for � (third equation). Use a
distance of 80 cm for s.
� =
1
2
�∆�2
� = √
2�
�
� = √
2�
(0.71� SINθ)
3. Release the steel sphere from the start point at the elevated
end of the track and
measure the time it takes for the sphere to roll from position s =
0 to a final position s
= 80 cm.
4. Compare the measured value with the value predicted in Step
2. Calculate the
percent difference between these two numbers.
25
©2015 Carolina Biological Supply Company
5. Repeat Activity 4 with the acrylic sphere. What effect does
the mass of the sphere
have on the acceleration of the object due to gravity?
26
©2015 Carolina Biological Supply Company
Activity 5: Demonstrate that a sphere rolling down the incline is
moving under constant acceleration
1. Collect the piece of foam board. Use a ruler and a pencil to
draw lines across the
short dimension (width) of the board at 5 cm increments.
2. Collect rubber bands from the central materials kit. Wrap the
rubber bands around
the width of the foam board so that the rubber bands line up
with the pencil marks
you made at the 5 cm intervals. See Figure 10, left panel.
3. Use a book to prop up the foam board as an inclined plane at
an angle from 5° to
10° from the horizontal.
4. Place the steel sphere at the top of the ramp and allow the
sphere to roll down the
foam board.
5. Remove the rubber bands from the foam board.
6. On the reverse side of the foam board, use a pencil to mark a
line across the short
dimension of the board 2 cm from the end. Label this line zero.
Mark lines at the
distances listed in Table 5. Each measurement should be made
from the zero line.
(see Figure 10).
Note: The sound as the steel sphere crosses the rubber bands
will increase in
frequency as the steel sphere rolls down the ramp, indicating
that the sphere is
accelerating. As the sphere continues to roll down the incline,
it takes less time to
travel the same distance.
If the steel sphere is moving under a constant acceleration, then
the displacement
of the sphere from the initial position, if the sphere is released
from rest, is given by:
� =
1
2
�∆�2
The displacement at each time t should be proportional to �2
27
©2015 Carolina Biological Supply Company
Table 2
Displacement (cm)
1
4
9
16
25
36
49
64
81
7. Place rubber bands on the foam board, covering the pencil
lines you just made.
8. Set the foam board up at the same angle as the previous trial.
9. Roll the steel sphere down the foam board.
Note: The sounds made as the sphere crosses the rubber bands
on the foam board
in the second trial should be at equal intervals. The sphere is
traveling a greater
distance each time it crosses a rubber band, but the time interval
remains constant
meaning the sphere is moving with a constant acceleration.
28
©2015 Carolina Biological Supply Company
Figure 10
Note: For more information on the Trigonometry, Kinematics
Equations, and
Rotational Motion exercises, visit the Carolina Biological
Supply website at the
following links:
Basic Right Triangle Trigonometry
Derivation of the Kinematics Equations
The Ring and Disc Demonstration
http://www.carolina.com/teacher-resources/Interactive/basic-
right-triangle-
trigonometry/tr31008.tr?question=right%20triangle
http://www.carolina.com/teacher-
resources/Interactive/derivation-of-the-kinematics-
equation/tr32615.tr?question=kinematics
http://www.carolina.com/teacher-resources/Document/ring-and-
disc-demonstration/tr32424.tr
29
©2015 Carolina Biological Supply Company
PHYS 103
Report 1 Instructions
Kinematics
Download this document and record the results for each table.
Activities 1–3 are to be performed for this exercise. All photos,
data tables, and discussion must be submitted within a single 1–
2-page Word document.
Submit Report 1 by 11:59 p.m. (ET) on Monday of
Module/Week 2.
Activity 1
Submit a photo of the final graph of data table given in Activity
1 labeled with your name and the date.
Activity 2
Record time at various positions below in Activity 2, Table 1
per the details in Activity 2 laboratory exercise instructions.
Graph the points from Activity 2 Table 1 and draw a line of best
fit and determine the slope of the line. Graph paper is included
below or is available by printing from the laboratory exercise
instructions. This is the speed of the car.
Submit a photo of the graph and your work to determine the
speed of the car.
Speed of car _________________
After determining the velocity of the car, you may continue to
Activity 3.
Activity 3
Use the steel sphere to make measurements and complete Table
3.
Submit completed table
Submit photo of setup showing inclined angle and the protractor
(similar to Figure 5 in the exercise).
Submit graph of displacement vs time squared from Table 3.
Page 1 of 6
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Read a selection of your colleagues’ postings.Respond to two of .docx

  • 1. Read a selection of your colleagues’ postings. Respond to two of your colleagues in one or more of the following ways: · Compare how you and your colleague view the elements needed to support creativity in the workplace. · Share a relevant experience where you or your organization tried to implement an element or a practice in an effort to create an environment for employees to be more creative. · Explore a way you might want to implement an element shared by your colleague at your organization or within your industry. Responses to Classmates Template (Must use for response to both Collegues) Compare how you and your colleague view the elements needed to support creativity in the workplace. Share a relevant experience where you or your organization tried to implement an element or a practice in an effort to create an environment for employees to be more creative. Explore a way you might want to implement an element shared by your colleague at your organization or within your industry. APA References 1st Colleague to respond to: A description of three organizational principles at Pixar that support a workplace environment where employees can implement creative solutions to problems. After reading the article on the way, that Pixar fosters creativity the three principles that I resonated with would have to be the peer culture, communication is essential for everyone, and
  • 2. postmortems. These principles would be great for any workplace environment. They would help the environment implement creative solutions to any problem. As Catmull, (2008) states, “you get great creative people, you bet big on them, you give them enormous leeway and support, and you provide them with an environment in which they can get honest feedback from everyone” p.5. These three principles, encompass the companies overall philosophy. Having your work evaluated by your peer is a big help in the fact that they will give you blatantly honest reviews and ideas that you never thought of. Pixar’s group of “brain trust” (Catmull, 2008, p.6) shows just how the company uses divergent thinking to get feedback about a project. This way they can fix an issue or delve deeper into a certain branch of their feedback. Communication is an essential part of all companies' environment. When teams communicate, well it makes the environment have less tension and work productivity is higher. Giving members the ability to not have to worry about whom they approach about getting feedback or input from for a project is a great way to show not only inclusion but trust in the employees. It shows that the company values all employees' input. Being able to reflect on not only the good but also the negative is an important part of growing. For the company to realize that they are not just confronting the unpleasant that they are learning a lesson from going back over their work is a highly valuable principle to have. Choose one of these principles or another principle that you are familiar with that could be implemented at your organization or an organization which with you are familiar to improve creativity and the implementation of creative solutions. As of right now, I believe that the organization that I currently
  • 3. work for would benefit greatly if we applied the postmortem to the work that we do. If we were to implement the practice of this principle, it would help us come up with solutions that would possibly last longer than the method we are currently using. I really would love to bring to the organization Catmull (2008) technique of “list the five top things they would do again and the top five things they wouldn’t do” p.9. Just this one technique would help the implementation of creative solutions in my opinion. Explain why it would be beneficial to implement this principle at the organization you selected. The practice of the postmortem would help at the organization I picked because we constantly have to change how we approach situations. While that is not a bad thing in my line of work, the turnover of new ideas is a bit too quick. We implement new ideas about every two months. This, in turn, is burning out the team fast. The team hardly gets to take time and reflect on what did work and what did not work. By using this principle, I believe it would help to generate a solution that would last for a longer period or even a permanent solution. Explain how you as a manager might implement this principle and how you would need to tailor it for the organization you selected. Support your conclusions with references from this week's Resources. If I were to implement this principle at the organization, I would need the support of others in the organization first. As Miller &wedel-Wedellsborg (2013), advises “seek support from managers who are a notch or two above or at your level” p.5. By having support, it is likely that they will be on the same page as I am. They are more likely to join in on helping me implement the practice (Miller & Wedell -Wedellsborg, 2013, p.6). After getting support, the next step would be to use the “POINt tool” mentioned in The Innovative Team (Grivas & Puccio (2012) to
  • 4. assist in helping the team see the best part of using the principle and ways that they principle would best help us in the long run. APA References Catmull, E. (2008). How Pixar fosters collective creativity. Harvard Business Review, 86(9), 64–72. Grivas, C., & Puccio, G.J. (2012). The innovative team: Unleashing creative potential for breakthrough results. Chapter 20,” Developing Solution s” (pp.215-224) Miller, P., & Wedell-Wedellsborg, T. (2013). The case for stealth innovation. Harvard Business Review, 91(3), 90–97. 2nd Colleague to Respond to: A description of three organizational principles at Pixar that support a workplace environment where employees can implement creative solutions to problems. · Create a Peer Culture: Encourage people throughout your company to help each other produce their best work (Catmull, 2008). · Craft a Learning Environment: Reinforce the mind-set that you’re all learning—and it’s fun to learn together (Catmull,
  • 5. 2008). · Get More Out of Post-mortems: Many people dislike project post-mortems. They’d rather talk about what went right than what went wrong. And after investing extensive time on the project, they’d like to move on. Structure your post-mortems to stimulate discussion. (Catmull, 2008). I specifically chose these organizational principles because they all have one thing in common, it promotes collaboration. When you give your team creative freedom to innovative fresh ideas amongst each other. This gives your team the opportunity feed off one another (creating a peer culture), develop new strategies that works best for them/company (craft a learning environment), and come to a common ground of what benefit the brand (get more out of post-mortems). Choose one of these principles or another principle that you are familiar with that could be implemented at your organization or an organization which with you are familiar to improve creativity and the implementation of creative solutions. Explain why it would be beneficial to implement this principle at the organization you selected. · One principle that I am most familiar with is creating a peer
  • 6. culture. Catmull explains that everyone is fully invested in helping everyone else turn out the best work. Which means your team really do feel that it’s all for one and one for all. Nothing exemplifies this more than our creative brain trust and our daily review process (Catmull, 2008). When you have a great work relationship with your team, this helps develop trust and honesty when feedback is needed. Receiving genuine advice on how to better a task can be uplifting and a challenge to make the results better. Explain how you as a manager might implement this principle and how you would need to tailor it for the organization you selected. Support your conclusions with references from this week's Resources. · I implement this principle by collaborating first with my management. I am a firm believer in having your management team on one accord as well as have a great relationship amongst everyone. As leaders, we are watched and duplicated by our associates because every day we are setting the standard of what the company initially want. In the world of retail, this principle is the first step. APA References Catmull, E. (2008). How Pixar fosters collective
  • 7. creativity. Harvard Business Review, 86(9), 64–72. Kinematics Carolina Distance Learning Investigation Manual 2 ©2015 Carolina Biological Supply Company
  • 8. Table of Contents Overview ............................................................................................... .......... 3 Objectives ............................................................................................... ........ 3 Time Requirements ........................................................................................ 3 Background ............................................................................................... ..... 4 Materials ............................................................................................... ........... 8 Safety ............................................................................................... ................ 9
  • 9. Alternate Methods for Collecting Data using Digital Devices. ........... 10 Preparation ............................................................................................... .... 11 Activity 1: Graph and interpret motion data of a moving object ..... 11 Activity 2: Calculate the velocity of a moving object ......................... 12 Activity 3: Graph the motion of an object traveling under constant acceleration ............................................................................................... .. 16 Activity 4: Predict the time for a steel sphere to roll down an incline 23 Activity 5: Demonstrate that a sphere rolling down the incline is
  • 10. moving under constant acceleration ..................................................... 26 3 ©2015 Carolina Biological Supply Company Overview Kinematics is the branch of physics that deals with the analysis of the motion of objects without concern for the forces causing the motion. Scientists have developed equations that describe the movement of objects within certain parameters, such as
  • 11. objects moving with a constant velocity or a constant acceleration. Using these equations, the future position and velocity of an object can be predicted. This investigation will focus on objects moving with a constant velocity or a constant acceleration. Data will be collected on these objects, and the motion of the objects will be analyzed through graphing these data. Objectives velocity or constant acceleration tities such as displacement and acceleration, and scalar
  • 12. quantities such as distance and speed. constant velocity or constant acceleration. ict the motion of objects moving at a constant velocity or constant acceleration. Time Requirements Preparation .............................................................................................5 minutes Activity 1 ............................................................................................... ..15 minutes Activity 2 ...............................................................................................
  • 13. ..20 minutes Activity 3 ............................................................................................... ..20 minutes Activity 4 ............................................................................................... ..10 minutes Activity 5 ............................................................................................... ..20 minutes 4 ©2015 Carolina Biological Supply Company
  • 14. Background Mechanics is the branch of physics that that studies the motion of objects and the forces and energies that affect those motions. Classical Mechanics refers to the motion of objects that are large compared to subatomic particles and slow compared to the speed of light. The effects of quantum mechanics and relativity are negligible in classical mechanics. Most objects and forces encountered in daily life can be described by classical mechanics, such as the motion of a baseball, a train, or even a bullet or the planets. Engineers and other scientists apply the
  • 15. principles of physics in many scenarios. Physicists and engineers often collect data about an object and use graphs of the data to describe the motion of objects. Kinematics is a specific branch of mechanics that describes the motion of objects without reference to the forces causing the motion. Examples of kinematics include describing the motion of a race car moving on a track or an apple falling from a tree, but only in terms of the object’s position, velocity, acceleration, and time without describing the force from the engine of the car, the friction between the tires and the track, or the gravity pulling the apple. For example, it is possible to predict the time it
  • 16. would take for an object dropped from the roof of a building to fall to the ground using the following kinematics equation: � = 1 2 � �2 Where s is the displacement from the starting position at a given time, a is the acceleration of the object, and t is the time after the object is dropped. The equation does not include any variables for the forces acting on the object or the mass or energy of the object. As long as the some initial conditions are known, such an object’s position, acceleration, and velocity at a given time, the motion
  • 17. or position of the object at any future or previous time can be calculated by applying kinematics. This method has many useful applications. One could calculate the path of a projectile such as a golf ball or artillery shell, the time or distance for a decelerating object to come to rest, or the speed an object would be traveling after falling a given distance. Early scientists such as Galileo Galilee (1564-1642), Isaac Newton (1642-1746) and Johannes Kepler (1571-1630) studied the motion of objects and developed mathematical laws to describe and predict their motion. Until the late sixteenth century, the idea that heavier objects fell faster than lighter
  • 18. objects was widely accepted. This idea had been proposed by the Greek philosopher Aristotle, who lived around the third century B.C. Because the idea seemed to be supported by experience, it was generally accepted. A person watching a feather and a hammer dropped simultaneously from the same height would certainly observe the hammer falling faster than the feather. According to legend, Galileo Galilee, an Italian physicist and mathematician, disproved this idea in a dramatic demonstration by dropping objects of different mass from the tower of Pisa to demonstrate that they fell at the same rate. In later experiments, Galileo rolled spheres down inclined planes to slow
  • 19. 5 ©2015 Carolina Biological Supply Company down the motion and get more accurate data. By analyzing the ordinary motion of objects and graphing the results, it is possible to derive some simple equations that predict their motion. To study the motion of objects, a few definitions should be established. A vector refers to a number with a direction and magnitude (or size). Numbers that have a magnitude
  • 20. but not a direction are referred to as a scalar. In kinematics, vectors are important, because the goal is to calculate the location and direction of movement of the object at any time in the future or past. For example if an object is described as being 100 miles from a given position traveling at a speed of 50 miles per hour, that could mean the object will reach the position in 2 hours. It could also mean the object could be located up to 100 miles farther away in 1 hour, or somewhere between 100 and 200 miles away depending on the direction. The quantity speed, which refers to the rate of change in position of an object, is a scalar quantity because no direction of travel is defined. The quantity velocity, which refers to both the speed
  • 21. and direction of an object, is a vector quantity. Distance, or the amount of space between two objects, is a scalar quantity. Displacement, which is distance in a given direction, is a vector quantity. If a bus travels from Washington D.C. to New York City, the distance the bus traveled is approximately 230 miles. The displacement of the bus is (roughly) 230 miles North-East. If the bus travels from D.C to New York and back, the distance traveled is roughly 460 miles, but the displacement is zero because the bus begins and ends at the same point. It is important to define the units of scalar and vector quantities
  • 22. when studying mechanics. A person giving directions from Washington D.C. to New York might describe the distance as being approximately 4 hours. This may be close to the actual travel time, but this does not indicate actual distance. To illustrate the difference between distance and displacement, consider the following diagrams in Figures 1-3. Consider the number line in Figure 1. The displacement from zero represented by the arrowhead on the number line is -3, indicating both direction and magnitude. The distance from zero indicated by the point on the number line equals three, which is the
  • 23. magnitude of the displacement. For motion in one dimension, the + or‒ sign is sufficient to represent the direction of the vector. Figure 1. 6 ©2015 Carolina Biological Supply Company Figure 2 Figure 3
  • 24. The arrows in Figures 2 and 3 represent displacement vectors for an object. The long lines represent a displacement with a magnitude of five. This displacement vector can be resolved into two component vectors along the x and y axes. In all four diagrams the object is moved some distance in either the positive or negative x direction, and then some distance in the positive y direction; however, the final position of the object is different in each diagram. The total distance between the object's initial and final position in each instance is 5 meters, however to describe the displacement, s, from the initial position more information is needed. In Figure 2, the displacement vector can be given by 5 meters
  • 25. (m) at 53.1°. This vector is found by vector addition of the two component vectors, 3 m at 0° and 4 m at 90°, using conventional polar coordinates that assign 0° to the positive x direction and progress counterclockwise towards 360°. The displacement in Figure 3 is 5 m at 143.1°. In each case the magnitude of the vector is length of the arrow, that is, the distance that the object travels. Most texts will indicate that a variable represents a vector quantity by placing an arrow over the variable or placing the variable in bold. To indicate the magnitude of a vector, absolute value bars are used. For example the magnitude of the displacement vector in each diagram is 5 m. In Figure 2 the
  • 26. displacement is given by: s = 5 m at 51.3° The magnitude of this vector may be written as: | � | = d = 5 m The displacement vector in Figure 2, s = 5 m at 53.1°, can be resolved into the component vectors 3 m at 0° and 4 m at 90°. Two more terms that are critical for the study of kinematics are velocity and acceleration. Both terms are vector quantities.
  • 27. 7 ©2015 Carolina Biological Supply Company Velocity (v) is defined as the rate of change of the position of an object. For an object moving in the x direction, the magnitude of the velocity (speed) may be described as: � = �2 − �1 ∆� Where x2 is the position at time t2 and x1 is the position of the object at time t1. The
  • 28. variable ∆t represents the time interval t2 -t1. The symbol, ∆, is the Greek symbol delta, and refers to a change or difference. ∆t is read, "delta t". Time in the following examples is provided in seconds (s). Please be sure that you do not confuse the “s” unit for seconds, and the “s “ unit for displacement in these formulas. For example if an object is located at a position designated x1 = 2 m and moves to position x2 = 8 m over a time interval ∆t = 2 s, then the average speed could be calculated: 8� − 2� 2s = 3�/s The velocity could for this object could be indicated as:
  • 29. � = 3 �/s Because velocity is a vector quantity, the positive sign indicates that the object was traveling in the positive x direction, at a speed of 3 m/s. Acceleration is defined as the rate of change of velocity. The magnitude of acceleration may be described as: � = �� − �1 ∆� For example, an object with an initial velocity v1 = 10 m/s slows to a final velocity of v2 =
  • 30. 1 m/s over an interval of 3 s. 1 � s⁄ − 10 � �⁄ 3s = −3 � s s⁄ ⁄ The object has an average acceleration of ‒3 meters per second per second, which can also be written as ‒3 meters per second squared, or ‒3 � s2⁄ . Because only the initial and final positions or velocities over a
  • 31. given time interval are used in these equations, the calculated values indicate the average velocity or acceleration. Calculating the instantaneous velocity or acceleration of an object requires the application of calculus. Only average velocity and acceleration are considered in this investigation. 8 ©2015 Carolina Biological Supply Company Materials
  • 32. Included in the Central Materials kit: Tape Measure Rubber Bands Protractor Included in the Mechanics Module materials kit Constant Velocity Vehicle Steel Sphere Acrylic Sphere Angle Bar Foam Board Block of Clay
  • 33. Needed, but not supplied: Scientific or Graphing Calculator or Computer with Spreadsheet Software Permanent Marker Masking Tape Stopwatch, or smartphone able to record video Reorder Information: Replacement supplies for the Kinematics investigation can be ordered from Carolina Biological Supply Company, kit 580404
  • 34. Mechanics Module. Call 1-800-334-5551 to order. 9 ©2015 Carolina Biological Supply Company Safety
  • 35. Safety goggles should be worn while conducting this investigation. Read all the instructions for this laboratory activity before beginning. Follow the instructions closely and observe established laboratory safety practices. Do not eat, drink, or chew gum while performing this activity. Wash your hands with soap and water before and after performing the activity. Clean up the work area with soap and water after completing the investigation. Keep pets and children away from lab materials and equipment.
  • 36. 10 ©2015 Carolina Biological Supply Company Alternate Methods for Collecting Data using Digital Devices. Much of the uncertainty in these experiments arises from human error in measuring the times of events. Some of the time intervals are very short, which increases the effect of human error due to reaction time. Observing the experiment from a good vantage point that removes parallax errors and
  • 37. recording measurements for multiple trials helps to minimize error, but using a digital device as an alternate method of data collection may further minimize error. Many digital devices, smart phones, tablets, etc. have cameras and software that allow the user to pause or slow down the video. If you film the experiment against a scale, such as a tape measure, you can use your video playback program to record position and time data for the carts. This can provide more accurate data and may eliminate the need for multiple trials. If the time on your device’s playback program is not sufficiently accurate, some
  • 38. additional apps may be available for download. Another option is to upload the video to your computer. Different video playback programs may come with your operating system or software suite or may be available for download. Some apps for mobile devices and computer programs available for download are listed below, with notes about their features. Hudl Technique: http://get.hudl.com/products/technique/
  • 39. -second with slow motion features QuickTime http://www.apple.com/quicktime/download/ http://get.hudl.com/products/technique/ http://www.apple.com/quicktime/download/ 11
  • 40. ©2015 Carolina Biological Supply Company Preparation 1. Collect materials needed for this investigation. 2. Locate and clear an area of level floor space in order to conduct the constant velocity experiment. The space should be free of obstruction and three to four meters long with a surface which will allow the vehicle to maintain traction but not impede the vehicle. Activity 1: Graph and interpret motion data of a moving object One way to analyze the motion of an object is to graph the position and time data.
  • 41. The graph of an object's motion can be interpreted and used to predict the object's position at a future time or calculate an object's position at a previous time. Table 1 represents the position of a train on a track. The train can only move in one dimension, either forward (the positive x direction) or in reverse (the negative x direction). Table 1 Time (x-axis), seconds Position (y-axis), meters 0 0 5 20 10 40
  • 42. 15 50 20 55 30 60 35 70 40 70 45 70 50 55 1. Plot the data from Table 1 on a graph using the y-axis to represent the displacement from the starting position (y = 0) and the time coordinate on the x-axis. 2. Connect all the coordinates on the graph with straight lines.
  • 43. 12 ©2015 Carolina Biological Supply Company Activity 2: Calculate the velocity of a moving object In this activity you will graph the motion of an object moving with a constant velocity. The speed of the object can be calculated by allowing the Constant Velocity Vehicle to travel a given distance and measuring the time that it took to move this distance. As
  • 44. seen in Activity 1, this measurement will only provide the average speed. In this activity, you will collect time data at several travel distances, plot these data, and analyze the graph 1. Find and clear a straight path approximately two meters long. 2. Install the batteries and test the vehicle. 3. Use your tape measure or ruler to measure a track two meters long. The track should be level and smooth with no obstructions. Make sure the surface of the track provides enough traction for the wheels to turn without slipping. Place masking tape across the track at 25 cm intervals.
  • 45. 4. Set the car on the floor approximately 5 cm behind the start point of the track. 5. Set the stopwatch to the timing mode and reset the time to zero. 6. Start the car and allow the car to move along the track. 7. Start the stopwatch when the front edge of the car crosses the start point. 8. Stop the stopwatch when the front edge of the car crosses the first 25 cm point. 9. Recover the car, and switch the power off. Record the time and vehicle position on the data table. 10. Repeat steps #5‒9 for each 25 cm interval marked. Each trial will have a distance that is 25 cm longer than the previous trial, and the stopwatch will record the time
  • 46. for the car to travel the individual trial distance. 11. Record the data in Data Table 1. Note: The vehicle should be able to travel two meters in a generally straight path. If the vehicle veers significantly to one side, you may need to allow the vehicle to travel next to a wall. The friction will affect the vehicle's speed, but the effect will be uniform for each trial. Note: Starting the car a short distance before the start point allows the vehicle to reach its top speed before the time starts and prevents the short period of acceleration from affecting the data.
  • 47. 13 ©2015 Carolina Biological Supply Company Data Table 1 Time (s) Displacement (m) 0.00 0.25 0.50 0.75 1.00 1.25
  • 48. 1.50 1.75 2.00 12. Graph the time and displacement data points on graph paper. 13. Draw a line of best fit through the data points. 14. Calculate the slope of the line. 15. Make a second data table, indicating the velocity of the car at any time. Data Table 2 Time (s) Velocity (m/s) 1
  • 49. 2 3 4 5 6 7 8 Note: The points should generally fall in a straight line. If you have access to a graphing calculator or a computer with spreadsheet software, the calculator or spreadsheet can be programmed to draw the line of best fit, or trend line. Note: Based on the equation of a line that cross the y-axis at y =
  • 50. 0, the slope of the line, m, will be the velocity of the object. � = �� � = �∆� 14 ©2015 Carolina Biological Supply Company 16. Graph the data points from the Data Table 2 on a second sheet of graph paper. Label the y-axis Velocity and the x-axis Time. 17. Draw a vertical line from the x-axis at the point time = 2
  • 51. seconds so that it intersects the line representing the velocity of the car. 18. Draw a second vertical line from the x-axis at the point time = 4 seconds so that it intersects the line representing the velocity of the car. 19. Calculate the area represented by the rectangle enclosed by the two vertical lines you just drew, the line for the velocity of the car, and the x- axis. An example is shown as the blue shaded area in Figure 4. Figure 4 Note: Because the object in this example, the battery-powered car, moves with a constant speed, all the values for the velocity of the car in the
  • 52. second table should be the same. The value of the velocity for the car should be the slope of the line in the previous graph. Note: When the data points from this table are plotted on the second graph, the motion of the car should generate a horizontal line. On a velocity vs. time graph, an object moving with a constant speed is represented by a horizontal line. 15 ©2015 Carolina Biological Supply Company
  • 53. Note: In order to calculate the area of this rectangle, you must multiply the value for the time interval between time t=2 s and time t=4 s, by the velocity of the car. This area represents the distance traveled by the object during this time interval. This technique is often referred to as calculating the “area under the curve”. The graph of velocity vs. time for an object that is traveling with a constant acceleration will not be a horizontal line, but using the same method of graphing the velocity vs. time and finding the “area under the curve” in a given time interval can allow the distance traveled by the object to be
  • 54. calculated. Distance = velocity × time In this equation, the time units (s) cancel out when velocity and time are multiplied, leaving the distance unit in meters. 16 ©2015 Carolina Biological Supply Company Activity 3: Graph the motion of an object traveling under constant
  • 55. acceleration Collecting data on freefalling objects requires accurate timing instruments or access to a building with heights of several meters where objects can safely be dropped over heights large enough to allow accurate measurement with a stopwatch. To collect usable data, in this activity you will record the time objects to roll down an incline. This reduces acceleration to make it easier to record accurate data on the distance that an object moves. 1. Collect the following materials: Steel Sphere
  • 56. Acrylic Sphere Angle Bar Clay Tape Measure Timing Device Protractor 2. Use the permanent marker and the tape measure to mark the inside of the angle bar at 1-cm increments. 3. Use the piece of clay and the protractor to set up the angle bar at an incline between 5° to 10°. Use the clay to set the higher end of the anglebar and to stabilize the system. (Figure 5)
  • 57. Figure 5 17 ©2015 Carolina Biological Supply Company Set up the angle bar so that the lower end terminates against a book or a wall, to stop the motion of the sphere (Figure 6.) Figure 6 4. Place the steel sphere 10 cm from the lower end of the track. 5. Release the steel sphere and record the time it takes for the sphere to reach the
  • 58. end of the track. 6. Repeat steps #4‒5 two more times for a total of three measurements at a starting point of 10 cm. 7. Repeat steps #4‒6, increasing the distance between the starting point and the end of the track by 10 cm each time. 8. Record your data in Data Table 3. Note: You are recording the time it takes for the sphere to accelerate over an
  • 59. increasing distance. Take three measurements for each distance, and average the time for that distance. Record the time for each attempt and the average time in Table 4. 18 ©2015 Carolina Biological Supply Company Data Table 3 Time (s) Average time (s) Average Time 2 (s2) Distance (m) Trial 1 = 0.1 Trial 2 =
  • 60. Trial 3 = Trial 1 = 0.2 Trial 2 = Trial 3 = Trial 1 = 0.3 Trial 2 = Trial 3 = Trial 1 = 0.4 Trial 2 = Trial 3 = Trial 1 = 0.5 Trial 2 =
  • 61. Trial 3 = Trial 1 = 0.6 Trial 2 = Trial 3 = Trial 1 = 0.7 Trial 2 = Trial 3 = Trial 1 = 0.8 Trial 2 = Trial 3 = 9. Calculate the average time for each distance and record this value in Table 4.
  • 62. 10. Create a graph of distance vs. time using the data from Table 4. 11. Complete Table 4 by calculating the square of the average time for each distance. 12. Create a graph of displacement vs. time squared from the data in Table 4. 19 ©2015 Carolina Biological Supply Company Graphing the displacement vs time data from Table 4 will generate a parabola.
  • 63. When data points generate a parabola, it means the y value is proportional to the square of the x value, or: � ∝ �2 That means the equation for a line that fits all the data points looks like: � = ��2 + �� + �. In our experiment, the y-axis is displacement and the x-axis is time-; therefore displacement is proportional to the time squared: � ∝ �2
  • 64. So, we can exchange y in the equation with displacement (s), to give a formula that looks like: � = ��2 + �� + �. We would know the displacement s, at any time t. We just need to find the constants, A, B, and C. The equation that describes the displacement of an object moving with a constant acceleration is one of the kinematics equations: � = 1 2 �∆�2 + ��∆�
  • 65. The following section describes how to find this equation using the same method of finding the “area under the curve” covered in Activity 2. 20 ©2015 Carolina Biological Supply Company Finding an Equation for the Motion of an Object with Constant Acceleration The general form of a line is: � = �� + � Where m is the slope of the line, and b is the y-intercept, the
  • 66. point where the line crosses the y-axis. Because the first data point represents time zero and displacement zero, the y-intercept is zero and the equation for the line simplifies to: y = mx The data collected in Activity 3 showed that: � ∝ �2 This means that the displacement for the object that rolls down an inclined plane is can be represented mathematically as:
  • 67. � = ��2 + c Where k is an unknown constant representing the slope of the line, and c is an unknown constant representing the y-intercept. The displacement of the sphere as it rolls down the incline can be calculated using this equation, if the constants k and c can be found. Further experimentation indicates that the constant k for an object in freefall is one-half the acceleration. If the object is released from rest, the constant c will be zero. So for an object that is released from rest, falling under the constant acceleration due to gravity, the displacement from the point of
  • 68. release is given by: � = 1 2 ��2 Where s is the displacement, t is the time of freefall, and � is the acceleration. For objects in freefall near Earth’s Surface the acceleration due to gravity has a value of 9.8 � s2⁄ . Another way to derive this equation, and find the values for k and c, is to consider the velocity vs. time graph for an object moving with a
  • 69. constant acceleration. Remember the velocity vs. time graph for the object moving with constant velocity from Activity 2. If velocity is constant, the equation of that graph would be: � = � 21 ©2015 Carolina Biological Supply Company Where v represents the velocity, plotted on the y-axis, and k is the constant value of the velocity. Plotted against time on the x-axis, this graph is a horizontal
  • 70. line, as depicted in Figure 7. Figure 7 By definition, the shaded area is the distance traveled by the object during the time interval: Δ� = �2 − �1 � = ������������ ���� = � ∆� ∴ � = �∆�
  • 71. If an object has a constant acceleration, then by definition: � = �� − �1 ∆� Or : �2 = �∆� + �� This is equation is in the general form of a line y = mx + b, with velocity on the y- axis and time on the x-axis. The graph of this equation would look like the graph in Figure 8.
  • 72. Figure 8 Similar to how the shaded area A1 in Figure 7 represents the distance traveled by the object during the time interval Δt = t2 – t1, the shaded area A2 combined with 22 ©2015 Carolina Biological Supply Company A1 equals the distance traveled by the object undergoing constant acceleration. The area A1 can be given by:
  • 73. �1 = ��∆� The area A2 can be given by: �2 = 1 2 (�2 − ��)∆� Because this is the area of the triangle, where the length of the base is Δt and the height of the triangle is (�� − ��), Adding these two expressions and rearranging: � = 1
  • 74. 2 (�2 − ��)∆� And substituting: �2 = �∆� + �� Gives this equation: � = 1 2 (�Δ� + �1 + �2Δ� + �1Δ�) Simplifying gives: � = 1 2
  • 75. �∆�2 + ��∆� This equation gives the theoretical displacement for an object undergoing a constant acceleration, �, at any time t, where s is the displacement during the time interval, Δ�, and v1 is the initial velocity. If the object is released from rest, as in our experiment, v1 = 0 and the equation simplifies to: � = 1 2 �∆�2
  • 76. 23 ©2015 Carolina Biological Supply Company Activity 4: Predict the time for a steel sphere to roll down an incline In this activity you will use the kinematics equation: � = 1 2 �∆�2 This will allow you to predict how long the sphere will take to
  • 77. roll down the inclined track. First you must solve the previous equation for time: � = √ 2� � If the object in our experiment was in freefall you would just need to substitute the distance it was falling for s and substitute the acceleration due to Earth’s gravity for �, which is g = 9.8 m/s2
  • 78. In this experiment, however the object is not undergoing freefall, it is rolling down an incline. The acceleration of an object sliding, without friction down an incline is given by: � = gSINθ Where θ is the angle between the horizontal plane (the surface of your table) and the inclined plane (the track), and g is the acceleration due to Earth’s gravity. When a solid sphere is rolling down an incline the acceleration is given by:
  • 79. � = 0.71 gSINθ The SIN (trigonometric sine) of an angle can be found by measuring the angle with a protractor and using the SIN function on your calculator or simply by dividing the length of the side opposite the angle (the height from which the sphere starts) by the length of the hypotenuse of the right triangle (the length of the track). Figure 9 shows the formula for deriving sines from triangles. Note: Read the following section carefully.
  • 80. 24 ©2015 Carolina Biological Supply Company Figure 9 sin � = �������� ℎ��������� Activity 4: Procedure 1. Set up the angle bar as a track. Measure the length of the track and the angle of
  • 81. elevation between the track and the table. 2. Rearrange the kinematics equation to solve for time (second equation), and substitute the value 0.71 g SINθ for � (third equation). Use a distance of 80 cm for s. � = 1 2 �∆�2 � = √ 2� � � = √ 2�
  • 82. (0.71� SINθ) 3. Release the steel sphere from the start point at the elevated end of the track and measure the time it takes for the sphere to roll from position s = 0 to a final position s = 80 cm. 4. Compare the measured value with the value predicted in Step 2. Calculate the percent difference between these two numbers. 25 ©2015 Carolina Biological Supply Company
  • 83. 5. Repeat Activity 4 with the acrylic sphere. What effect does the mass of the sphere have on the acceleration of the object due to gravity? 26 ©2015 Carolina Biological Supply Company Activity 5: Demonstrate that a sphere rolling down the incline is moving under constant acceleration 1. Collect the piece of foam board. Use a ruler and a pencil to draw lines across the short dimension (width) of the board at 5 cm increments.
  • 84. 2. Collect rubber bands from the central materials kit. Wrap the rubber bands around the width of the foam board so that the rubber bands line up with the pencil marks you made at the 5 cm intervals. See Figure 10, left panel. 3. Use a book to prop up the foam board as an inclined plane at an angle from 5° to 10° from the horizontal. 4. Place the steel sphere at the top of the ramp and allow the sphere to roll down the foam board. 5. Remove the rubber bands from the foam board. 6. On the reverse side of the foam board, use a pencil to mark a line across the short
  • 85. dimension of the board 2 cm from the end. Label this line zero. Mark lines at the distances listed in Table 5. Each measurement should be made from the zero line. (see Figure 10). Note: The sound as the steel sphere crosses the rubber bands will increase in frequency as the steel sphere rolls down the ramp, indicating that the sphere is accelerating. As the sphere continues to roll down the incline, it takes less time to travel the same distance.
  • 86. If the steel sphere is moving under a constant acceleration, then the displacement of the sphere from the initial position, if the sphere is released from rest, is given by: � = 1 2 �∆�2 The displacement at each time t should be proportional to �2 27 ©2015 Carolina Biological Supply Company
  • 87. Table 2 Displacement (cm) 1 4 9 16 25 36 49 64 81 7. Place rubber bands on the foam board, covering the pencil lines you just made.
  • 88. 8. Set the foam board up at the same angle as the previous trial. 9. Roll the steel sphere down the foam board. Note: The sounds made as the sphere crosses the rubber bands on the foam board in the second trial should be at equal intervals. The sphere is traveling a greater distance each time it crosses a rubber band, but the time interval remains constant meaning the sphere is moving with a constant acceleration. 28
  • 89. ©2015 Carolina Biological Supply Company Figure 10 Note: For more information on the Trigonometry, Kinematics Equations, and Rotational Motion exercises, visit the Carolina Biological Supply website at the following links: Basic Right Triangle Trigonometry Derivation of the Kinematics Equations
  • 90. The Ring and Disc Demonstration http://www.carolina.com/teacher-resources/Interactive/basic- right-triangle- trigonometry/tr31008.tr?question=right%20triangle http://www.carolina.com/teacher- resources/Interactive/derivation-of-the-kinematics- equation/tr32615.tr?question=kinematics http://www.carolina.com/teacher-resources/Document/ring-and- disc-demonstration/tr32424.tr 29 ©2015 Carolina Biological Supply Company
  • 91. PHYS 103 Report 1 Instructions Kinematics Download this document and record the results for each table. Activities 1–3 are to be performed for this exercise. All photos, data tables, and discussion must be submitted within a single 1– 2-page Word document. Submit Report 1 by 11:59 p.m. (ET) on Monday of Module/Week 2. Activity 1 Submit a photo of the final graph of data table given in Activity 1 labeled with your name and the date. Activity 2 Record time at various positions below in Activity 2, Table 1 per the details in Activity 2 laboratory exercise instructions. Graph the points from Activity 2 Table 1 and draw a line of best fit and determine the slope of the line. Graph paper is included below or is available by printing from the laboratory exercise instructions. This is the speed of the car.
  • 92. Submit a photo of the graph and your work to determine the speed of the car. Speed of car _________________ After determining the velocity of the car, you may continue to Activity 3. Activity 3 Use the steel sphere to make measurements and complete Table 3. Submit completed table Submit photo of setup showing inclined angle and the protractor (similar to Figure 5 in the exercise). Submit graph of displacement vs time squared from Table 3. Page 1 of 6