🌊College Physics II – Mechanics, Sound, Oscillations, and Waves Unit 4 – Motion in 2D and 3D
Motion in 2D and 3D expands our understanding of physics beyond simple linear motion. We explore vectors, kinematics, and forces in multiple dimensions, applying these concepts to projectile motion, circular motion, and rotational dynamics.
This unit builds on fundamental principles to analyze complex real-world scenarios. From sports to planetary orbits, we learn to break down multidimensional problems, use vector analysis, and apply Newton's laws in various contexts.
Vectors represent physical quantities with both magnitude and direction, while scalars only have magnitude
Displacement is the change in position of an object, a vector quantity
Velocity is the rate of change of displacement with respect to time, also a vector quantity
Acceleration is the rate of change of velocity with respect to time, another vector quantity
Projectile motion is the motion of an object launched at an angle to the horizontal, subject only to the force of gravity
Circular motion is the motion of an object along a circular path at a constant speed
Involves centripetal acceleration, which is always directed towards the center of the circle
Rotational motion is the motion of an object around a fixed axis, characterized by angular displacement, velocity, and acceleration
Vector Analysis in Multiple Dimensions
Vectors in 2D and 3D can be represented using Cartesian coordinates (x, y) and (x, y, z) respectively
Vector addition and subtraction in multiple dimensions follow the same rules as in one dimension, but are applied component-wise
Scalar multiplication of a vector involves multiplying each component of the vector by the scalar
The magnitude of a vector in 2D is given by $\sqrt{x^2 + y^2}$, and in 3D by $\sqrt{x^2 + y^2 + z^2}$
The dot product of two vectors $\vec{a} \cdot \vec{b} = a_x b_x + a_y b_y + a_z b_z$ is a scalar quantity
It represents the projection of one vector onto another, multiplied by the magnitude of the other vector
The cross product of two vectors $\vec{a} \times \vec{b}$ is a vector quantity, perpendicular to both $\vec{a}$ and $\vec{b}$
Its magnitude is given by $|\vec{a}| |\vec{b}| \sin \theta$, where $\theta$ is the angle between the vectors
Kinematics in 2D and 3D
Position, velocity, and acceleration are vector quantities in 2D and 3D
The position vector $\vec{r}(t)$ describes an object's position as a function of time
Velocity is the first derivative of position with respect to time: $\vec{v}(t) = \frac{d\vec{r}}{dt}$
Acceleration is the first derivative of velocity or the second derivative of position with respect to time: $\vec{a}(t) = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2}$
Kinematic equations for constant acceleration in 2D and 3D are similar to those in 1D, but are applied component-wise
$\vec{r}(t) = \vec{r}_0 + \vec{v}_0 t + \frac{1}{2}\vec{a}t^2$