🔋College Physics I – Introduction Unit 2 – Kinematics
Kinematics is the study of motion without considering the forces causing it. It covers key concepts like displacement, velocity, and acceleration, providing a foundation for understanding how objects move through space and time.
In this unit, we explore one-dimensional motion, vectors, two-dimensional motion, and projectile motion. We also examine free fall, relative motion, and practical applications of kinematics in sports, transportation, and engineering.
Kinematics studies motion without considering the forces causing it
Displacement (Δx) represents change in position, a vector quantity measured in meters (m)
Distance traveled measures total path length, a scalar quantity also measured in meters (m)
Speed is the rate at which an object covers distance, measured in meters per second (m/s)
Instantaneous speed is speed at a specific moment in time
Average speed is total distance traveled divided by total time elapsed
Velocity (v) is the rate of change of displacement, a vector quantity measured in meters per second (m/s)
Instantaneous velocity is velocity at a specific instant in time
Average velocity equals displacement divided by time interval (vˉ=ΔtΔx)
Acceleration (a) is the rate of change of velocity, a vector quantity measured in meters per second squared (m/s²)
Positive acceleration occurs when an object speeds up or changes direction in the positive direction
Negative acceleration, or deceleration, occurs when an object slows down or changes direction in the negative direction
Motion in One Dimension
One-dimensional motion occurs along a straight line, either horizontally (x-axis) or vertically (y-axis)
Position-time graphs show an object's position relative to the origin at various times
Slope of the tangent line at any point represents the object's instantaneous velocity
Slope of the secant line between two points represents the object's average velocity over that time interval
Velocity-time graphs display an object's velocity over time
Slope of the tangent line at any point represents the object's instantaneous acceleration
Area under the curve over a time interval equals the object's displacement during that interval
Kinematic equations describe motion in terms of displacement (Δx), initial velocity (v0), final velocity (v), acceleration (a), and time (t):
v=v0+at
Δx=v0t+21at2
v2=v02+2aΔx
Objects under constant acceleration exhibit specific characteristics in their position-time and velocity-time graphs
Position-time graph shows a parabolic curve
Velocity-time graph appears as a straight line with slope equal to the acceleration
Vectors and Two-Dimensional Motion
Vectors possess both magnitude and direction, represented by an arrow
Magnitude is the length of the arrow, denoting the quantity's size
Direction is indicated by the arrow's orientation
Scalar quantities have magnitude but no direction (distance, speed, time)
Vector addition follows the head-to-tail method or parallelogram rule
Head-to-tail method involves placing the tail of one vector at the head of the other, then drawing a resultant vector from the first vector's tail to the second vector's head
Parallelogram rule involves placing the two vectors tail-to-tail, then completing a parallelogram and drawing the resultant vector along the diagonal from the common tail to the opposite corner
Vector subtraction is achieved by adding the negative of the vector being subtracted (A−B=A+(−B))
Two-dimensional motion can be analyzed by breaking vectors into perpendicular components (x and y)
Components are found using trigonometric functions (sine and cosine)
Motion in each dimension is treated independently, then combined to determine the object's overall motion
Acceleration and Free Fall
Free fall is motion under the sole influence of gravity, with an acceleration of approximately -9.8 m/s² (denoted as −g)
Negative sign indicates downward direction
Air resistance is assumed to be negligible in most introductory physics problems
Kinematic equations for free fall are similar to those for constant acceleration, with a=−g:
v=v0−gt
Δy=v0t−21gt2
v2=v02−2gΔy
Objects in free fall experience zero velocity at their maximum height
Time to reach maximum height can be found by setting v=0 and solving for t
Maximum height is then determined by substituting this time into the position equation
Total time of flight for a freely falling object launched upward is twice the time to reach its maximum height
Acceleration due to gravity is independent of an object's mass or shape, as demonstrated by Galileo's famous Leaning Tower of Pisa experiment
Projectile Motion
Projectile motion is a combination of horizontal and vertical motion, with gravity acting only in the vertical direction
Horizontal velocity remains constant (assuming negligible air resistance)
Vertical motion is treated as free fall with an initial velocity component
To analyze projectile motion, the initial velocity (v0) is resolved into horizontal (v0x) and vertical (v0y) components using trigonometry
v0x=v0cosθ
v0y=v0sinθ, where θ is the launch angle relative to the horizontal
Time of flight is determined by the vertical motion, setting Δy=0 (for landing at the same height as launch) and solving the quadratic equation for t
Range is the horizontal distance traveled by the projectile, found by multiplying the horizontal velocity by the time of flight
Maximum range for a given initial speed occurs at a launch angle of 45° (neglecting air resistance)
Trajectory of a projectile is a parabola, with the shape determined by the launch angle and initial speed
Relative Motion and Frame of Reference
Motion is always described relative to a chosen frame of reference
A frame of reference is a set of coordinates used to specify positions and velocities
Common frames of reference include the ground, a moving vehicle, or a coordinate system attached to an object
Relative velocity is the velocity of an object as observed from a particular frame of reference
Relative velocity between two objects is the vector difference of their individual velocities
vAB=vA−vB, where vAB is the velocity of object A relative to object B
Galilean velocity transformation relates velocities in different frames of reference
v=v′+u, where v is the velocity in the original frame, v′ is the velocity in the new frame, and u is the velocity of the new frame relative to the original frame
Relative motion problems often involve objects moving in different directions or frames of reference moving relative to each other (boats in a river current, planes in the presence of wind)