BIT1002 Kinematics










By the end of this you should understand basic 1-dimensional kinematics
  1. The difference between speed and velocity
  2. How position changes for a simple example
  3. How velocity changes for a simple example
  4. How acceleration changes for a simple example
  5. How too handle gravitational acceleration.

BIT1002 Kinematics in 1-Dimension

e.g. "Achilles and the tortoise ": he wants to catch a tortoise that is 100 m away. He runs twice as fast. Can he catch it?
face face face face

Speed and Velocity

Average Speed is just distance/time
Speed =  d  
       (t1-t0) 

Displacement and Distance


Constant Acceleration

e.g. A car travelling between traffic lights.

Lights are 25 m apart, and the car takes 10 s to travel between them, by accelerating to start with and then braking at the same rate.

.


Distance-Time plot

Note that car starts slowly: position plot draws out a smooth curve

Av. Vel. (0-10 s) = Tot. Dist.  = 25 
                    Tot. Time     10
 = 2.5 ms-1

Suppose we take a 4 s time window
Av. Vel. (4-8 s) = Tot. Dist.  = 14  
                   Tot. Time     4
= 3.5 ms-1

Suppose we take a 2 s time window
Av. Vel. (4-6 s) = Tot. Dist.  = 9 
                   Tot. Time     2
 = 4.5 ms-1

Instantaneous Velocity

Av. Vel. over short time => Instantaneous vel. = slope of dist/time curve


Instantaneous Velocity

Instantaneous vel. = slope of dist/time curve

= 5 ms-1 at t = 5 s


Velocity-Time plot

By measuring the slope at each point, we can get the velocity time curve.

Acceleration-Time plot

Acceleration
  • $$ \color{red}{ a = \frac{{{\text{change in velocity}}}}{{{\text{change in time}}}} = \frac{{v_1 - v_0 }}{{t_1 - t_0 }}} $$
  • This is easy for the case we are considering...

$$ \color{red}{ a = \frac{{{\text{change in velocity}}}}{{{\text{change in time}}}} = \frac{{v_1 - v_0 }}{{t_1 - t_0 }}} $$ is 1 ms-2

Acceleration

For 0<t<5

a = 5/5 = 1 ms-1 i.e. or any time t < 5s, the accn is the same:

(note the Greeks had no concept of accn.)


Constant Acceleration

Often a very good approximation $$ \color{red}{ a = \frac{{{\text{change in velocity}}}}{{{\text{change in time}}}} = \frac{{v_1 - v_0 }}{{t_1 - t_0 }}} $$


Hence
\color{red}{ \frac{s}{t} = \frac{{v_0 + at + v_0 }}{2}}

v-s

Finally we can combine eliminate time from these two equations

Summary

These three equations are very useful
\color{red}{ \begin{array}{l} v = v_0 + at \\ s = v_0 t + \frac{1}{2}at^2 \\ v^2 = v_0 ^2 + 2as \\ \end{array}}


This method of plotting distance-time velocity-time and acceleration time graphs is very useful for visualising how the three quantities relate.e.g. a Hockey Puck

A hockey puck is struck at one end of the ice, slides down to the other, rebounds and comes to a stop in the middle of the ice. Which of the following plots most accurately describes its displacement as a function of time?




A hockey puck is struck at one end of the ice, slides down to the other, rebounds and comes to a stop in the middle of the ice. Which of the following plots most accurately describes its velocity as a function of time?




A hockey puck is struck at one end of the ice, slides down to the other, rebounds and comes to a stop in the middle of the ice. Which of the following plots most accurately describes its acceleration as a function of time?


Gravitation

A very important example of this is the acceleration due to gravity. To a good approximation, all objects falling near the Earth's surface have the same acceleration a = -g where g = 9.8 ms-2

Note that we define directions so that upwards is positive.

How are grav. accn. and velocity connected?

A ball is thrown up in the air. During the first part of its motion (before it reaches its maximum height)

  1. the velocity and the acceleration are both upward.

  2. the velocity and the acceleration are both downward.

  3. the velocity is upward and the acceleration is downward.

  4. the velocity is downwards , and the acceleration is upward.

e.g. the world pole-vault record is about 6m

  1. How long does vaulter take to hit the ground?
  2. How fast is he travelling when he hits it?
Now lets do things in 2 (or 3) dimensions