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PHYSICS (BETM 1062)

CHAPTER 1
KINEMATICS – MOTION
ANALYSIS
Pn. Noor Saffreena Binti Hamdan
Lecture Flow
Subject Introduction
Vector & unit vector
References frame
Displacement, Velocity, Acceleration
Motion at constant acceleration
Angular quantities
Motion at constant angular acceleration

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Subject Introduction
• Will be explained later during Tutorial Week 1 for S1/1 and Tutorial week2
for S1/2.

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1. Vectors

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Units of Chapter 1

• Vectors and Scalars


• Addition of Vectors—Graphical Methods
• Subtraction of Vectors, and Multiplication of a Vector
by a Scalar
• Adding Vectors by Components
• Unit Vectors
• Vector Kinematics

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1-1 Vectors and Scalars

A vector has magnitude as well as


direction.
Some vector quantities: displacement,
velocity, force, momentum
A scalar has only a magnitude.
Some scalar quantities: mass, time,
temperature

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1-2 Addition of Vectors—Graphical Methods

For vectors in one dimension, simple


addition and subtraction are all that is
needed.
When an object changes its direction
of motion, displacement takes this
direction change into account;
heading the opposite direction
effectively begins to cancel whatever
displacement there once was.

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1-2 Addition of Vectors—Graphical Methods

If the motion is in two dimensions, we can find the


displacement by using the Pythagorean Theorem.

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1-2 Addition of Vectors—Graphical Methods
Adding the vectors in the opposite order gives the
same result:

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1-2 Addition of Vectors—Graphical Methods
Even if the vectors are not at right angles,
they can be added graphically by using the
tail-to-tip method.

https://www.khanacademy.org/math/linear-algebra/vectors-and-
spaces/vectors/v/adding-vectors

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1-2 Addition of Vectors—Graphical Methods
The parallelogram method may also be used; here
again the vectors must be tail-to-tip.

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1-3 Subtraction of Vectors, and
Multiplication of a Vector by a Scalar

In order to subtract vectors, we define


the negative of a vector, which has the
same magnitude but points in the
opposite direction.

Then we add the negative vector.

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1-3 Subtraction of Vectors, and
Multiplication of a Vector by a Scalar

A vector V can be multiplied by a scalar c;


the result is a vector c V that has the same
direction but a magnitude cV. If c is
negative, the resultant vector points in the
opposite direction.

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1-4 Adding Vectors by Components

Any vector can be expressed as the sum of


two other vectors, which are called its
components. Usually the other vectors are
chosen so that they are perpendicular to each
other.

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1-4 Adding Vectors by Components

If the components are


perpendicular, they can be
found using trigonometric
functions.

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1-4 Adding Vectors by Components

Adding vectors:
1. Draw a diagram; add the vectors graphically.
2. Choose x and y axes.
3. Resolve each vector into x and y components.
4. Calculate each component using sines and cosines.
5. Add the components in each direction.
6. To find the length and direction of the vector, use:

and .

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1-4 Adding Vectors by
Components

Example 3-2: Mail carrier’s


displacement.
A rural mail carrier leaves the post
office and drives 22.0 km in a
northerly direction. She then
drives in a direction 60.0° south of
east for 47.0 km. What is her
displacement from the post office?

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2. Displacement, Velocity, Acceleration
2-1 Displacement
We make a distinction between distance and
displacement.
Displacement (blue line) is how far the object is
from its starting point, regardless of how it got
there.
Distance traveled (dashed line) is measured along
the actual path.
2-1 Displacement

The displacement is written:

Left: Right:
Displacement is positive. Displacement is negative.
2-2 Average Velocity
Speed is how far an object travels in a given time
interval:

Velocity includes directional information:


2-2 Average Velocity
Example 2-1: Runner’s average velocity.
The position of a runner as a function of time is
plotted as moving along the x axis of a coordinate
system. During a 3.00-s time interval, the runner’s
position changes from x1 = 50.0 m to x2 = 30.5 m, as
shown. What was the runner’s average velocity?
2-2 Average Velocity

Example 2-2: Distance a cyclist travels.


How far can a cyclist travel in 2.5 h along a
straight road if her average velocity is 18 km/h?
2-3 Acceleration
Acceleration is the rate of change of velocity.

Example 2-4: Average


acceleration.

A car accelerates along a


straight road from rest to 90
km/h in 5.0 s. What is the
magnitude of its average
acceleration?
2-3 Acceleration

Conceptual Example 2-5: Velocity and acceleration.


(a) If the velocity of an object is zero, does it mean
that the acceleration is zero?
(b) If the acceleration is zero, does it mean that the
velocity is zero? Think of some examples.

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2-4 Acceleration
Example 2-6: Car slowing down.
An automobile is moving to the right along a
straight highway, which we choose to be the
positive x axis. Then the driver puts on the brakes.
If the initial velocity (when the driver hits the
brakes) is v1 = 15.0 m/s, and it takes 5.0 s to slow
down to v2 = 5.0 m/s, what was the car’s average
acceleration?
2-5 Motion at Constant Acceleration

The average velocity of an object during a time


interval t is

The acceleration, assumed constant, is


2-5 Motion at Constant Acceleration

In addition, as the velocity is increasing at a


constant rate, we know that

Combining these last three equations, we find:


2-5 Motion at Constant Acceleration

We can also combine these equations so as to


eliminate t:

We now have all the equations we need to solve


constant-acceleration problems.

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2-6 Solving Problems
1. Read the whole problem and make sure you
understand it. Then read it again.
2. Decide on the objects under study and what the
time interval is.
3. Draw a diagram and choose coordinate axes.
4. Write down the known (given) quantities, and
then the unknown ones that you need to find.
5. What physics applies here? Plan an approach to
a solution.
2-6 Solving Problems
6. Which equations relate the known and unknown
quantities? Are they valid in this situation? Solve
algebraically for the unknown quantities, and check
that your result is sensible (correct dimensions).
7. Calculate the solution and round it to the
appropriate number of significant figures.
8. Look at the result—is it reasonable? Does it agree
with a rough estimate?
9. Check the units again.
2-6 Solving Problems
Example 2-10: Acceleration of a car.
How long does it take a car to cross a 30.0-m-wide
intersection after the light turns green, if the car
accelerates from rest at a constant 2.00 m/s2?

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2-6 Solving Problems
Example 2-11: Air bags.
Suppose you want to design an air bag system that
can protect the driver at a speed of 100 km/h (60
mph) if the car hits a brick wall. Estimate how fast the
air bag must inflate to effectively protect the driver.
How does the use of a seat belt help the driver?

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3. Projectile Motion

A projectile is an object
moving in two
dimensions under the
influence of Earth's
gravity; its path is a
parabola.

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3-1 Projectile Motion
It can be understood by
analyzing the horizontal
and vertical motions
separately.

https://www.youtube.com/wa
tch?v=hlW6hZkgmkA

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3-2 Projectile Motion
The speed in the x-direction is
constant; in the y-direction the
object moves with constant
acceleration g.
This photograph shows two balls
that start to fall at the same time.
The one on the right has an initial
speed in the x-direction. It can be
seen that vertical positions of the
two balls are identical at identical
times, while the horizontal position
of the yellow ball increases linearly.

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3-3 Solving Problems Involving Projectile
Motion
Projectile motion is motion with constant acceleration
in two dimensions, where the acceleration is g and is
down.

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3-4 Solving Problems Involving Projectile
Motion
1. Read the problem carefully, and choose the
object(s) you are going to analyze.
2. Draw a diagram.
3. Choose an origin and a coordinate system.
4. Decide on the time interval; this is the same in
both directions, and includes only the time the
object is moving with constant acceleration g.
5. Examine the x and y motions separately.

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3-5 Solving Problems Involving Projectile
Motion

6. List known and unknown quantities.


Remember that vx never changes, and that vy =
0 at the highest point.
7. Plan how you will proceed. Use the
appropriate equations; you may have to
combine some of them.

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3-8 Solving Problems Involving Projectile
Motion
Example 3-6: Driving off a cliff.
A movie stunt driver on a
motorcycle speeds horizontally off a
50.0-m-high cliff. How fast must the
motorcycle leave the cliff top to land
on level ground below, 90.0 m from
the base of the cliff where the
cameras are? Ignore air resistance.

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3-8 Solving Problems Involving Projectile Motion

Examples of projectile
motion. Notice the effects
of air resistance.

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4. Rotational Motion

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4-1 Angular Quantities

The frequency is the number of complete revolutions


per second:

Frequencies are measured in hertz:

The period is the time one revolution takes:

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4-1 Angular Quantities
Angular displacement:

The average angular velocity is


defined as the total angular
displacement divided by time:

The angular acceleration is the


rate at which the angular velocity
changes with time:

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4-1 Angular Quantities
Here is the correspondence between linear and
rotational quantities:

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4-2 Constant Angular Acceleration
The equations of motion for constant angular
acceleration are the same as those for linear motion,
with the substitution of the angular quantities for the
linear ones.

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10-1 Angular Quantities
Conceptual Example 10-2: Is the lion faster than
the horse?
On a rotating carousel or merry-go-round, one
child sits on a horse near the outer edge and
another child sits on a lion halfway out from the
center.
(a) Which child has the greater linear velocity?
(b) Which child has the greater angular velocity?

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10-1 Angular Quantities

Example 10-5: Given ω as function of time.


A disk of radius R = 3.0 m rotates at an angular
velocity ω = (1.6 + 1.2t) rad/s, where t is in seconds.
At the instant t = 2.0 s, determine
(a) the angular acceleration, and
(b) the speed v and the components of the
acceleration a of a point on the edge of the disk.

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