0% found this document useful (0 votes)
13 views29 pages

Chapter 3

Chapter 3 covers motion in two and three dimensions, focusing on concepts such as position vectors, average and instantaneous velocity, and acceleration. It discusses projectile motion, including the effects of air resistance, and introduces uniform and non-uniform circular motion. The chapter also addresses relative velocity in one, two, and three dimensions, emphasizing the importance of frames of reference.

Uploaded by

luthando903
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
13 views29 pages

Chapter 3

Chapter 3 covers motion in two and three dimensions, focusing on concepts such as position vectors, average and instantaneous velocity, and acceleration. It discusses projectile motion, including the effects of air resistance, and introduces uniform and non-uniform circular motion. The chapter also addresses relative velocity in one, two, and three dimensions, emphasizing the importance of frames of reference.

Uploaded by

luthando903
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

Chapter 3

MOTION IN TWO AND THREE


DIMENSIONS

Disclaimer:
All images copyright of Pearson Education, unless otherwise stated.
Lecture slides format and content adapted from Lectures by Jason Harlow

INSPIRING GREATNESS
Introduction
• What determines where a batted baseball
lands?

• How do you describe the motion of a roller


coaster car along a curved track or the
flight of a circling hawk?

• Which hits the ground first, a baseball that


you simply drop or one that you throw
horizontally?
INSPIRING GREATNESS
Position vector
• The position vector from the origin to point
P has components x, y, and z.

INSPIRING GREATNESS
Average velocity
• The average velocity between two points is the
displacement divided by the time interval
• between the two points, and it has the same
direction as the displacement.

INSPIRING GREATNESS
Instantaneous velocity
• The instantaneous velocity is
the instantaneous rate of
change of position vector
with respect to time.
• Components:
𝑣𝑣𝑥𝑥 = 𝑑𝑑𝑑𝑑/𝑑𝑑𝑑𝑑, 𝑣𝑣𝑦𝑦 = 𝑑𝑑𝑑𝑑/𝑑𝑑𝑑𝑑, and
𝑣𝑣𝑧𝑧 = 𝑑𝑑𝑑𝑑/𝑑𝑑𝑑𝑑.
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥 2 + 𝑣𝑣𝑦𝑦 2 + 𝑣𝑣𝑧𝑧 2
𝑣𝑣𝑦𝑦
tan 𝛼𝛼 =
𝑣𝑣𝑥𝑥

INSPIRING GREATNESS
Velocity
• We define the average velocity as the
displacement divided by the time interval:

• Instantaneous velocity is the instantaneous rate of


change of position with time:

INSPIRING GREATNESS
Acceleration
• Average acceleration as
the change in velocity
divided by the time interval

• Instantaneous acceleration
at time 𝑡𝑡

INSPIRING GREATNESS
Average velocity and acceleration
• The change in velocity between two points is determined
by vector subtraction.

INSPIRING GREATNESS
Instantaneous acceleration
• The velocity vector is always
tangent to the particle’s path, but
the instantaneous acceleration
vector does not have to be
tangent to the path.

• If the path is curved, the


acceleration points toward
the concave side of the path.

INSPIRING GREATNESS
Components of acceleration

• Shooting an arrow is an example of an acceleration vector


that has both x- and y-components.

INSPIRING GREATNESS
Parallel and perpendicular components of
acceleration
• Velocity and acceleration vectors
for a particle moving through a
point P on a curved path with
constant speed

• Velocity and acceleration vectors


for a particle moving through a
point P on a curved path with
increasing speed

INSPIRING GREATNESS
Parallel and perpendicular components of acceleration
• Velocity and acceleration vectors for a particle
moving through a point P on a curved path with
decreasing speed

INSPIRING GREATNESS
Example

INSPIRING GREATNESS
Projectile motion
• A projectile is any body given an initial velocity
that then follows a path determined by the
effects of gravity and air resistance.
• Begin by neglecting resistance and the curvature
and rotation of the earth.

INSPIRING GREATNESS
The x- and y-motion are separable
• The red ball is dropped at the
same time that the yellow ball is
fired horizontally.
• The strobe marks equal time
intervals.
• We can analyze projectile
motion as horizontal motion
with constant velocity and
vertical motion with constant
acceleration:

INSPIRING GREATNESS
Projectile motion
• If air resistance is negligible, the trajectory of a
projectile is a combination of horizontal motion
with constant velocity and vertical motion with
constant acceleration.

INSPIRING GREATNESS
Projectile motion – Initial velocity
• The initial velocity components of a projectile
(such as a kicked soccer ball) are related to the
initial speed and initial angle.

INSPIRING GREATNESS
The equations for projectile motion
• If we set 𝑥𝑥0 = 𝑦𝑦0 = 0 , the equations
describing projectile motion are shown
below:

INSPIRING GREATNESS
Equations of motion

INSPIRING GREATNESS
The effects of air resistance
• Calculations become
more complicated.
• Acceleration is not
constant.
• Effects can be very
large.
• Maximum height and
range decrease.
• Trajectory is no longer
a parabola.

INSPIRING GREATNESS
Motion in a circle
• Uniform circular motion is • Car slowing down
constant speed along a along a circular path
circular path.

• Car speeding up
along a circular path

INSPIRING GREATNESS
Acceleration for uniform circular motion

INSPIRING GREATNESS
Acceleration for uniform circular motion
• For uniform circular motion,
the instantaneous
acceleration
always points toward the
center of the circle and is
called the centripetal
acceleration.
• The magnitude of the
acceleration is arad = v2/R.
• The period T is the time for
one revolution, and
arad = 4π2R/T 2.
INSPIRING GREATNESS
Uniform circular motion

INSPIRING GREATNESS
Projectile motion

INSPIRING GREATNESS
Non-uniform circular motion
• If the speed varies, the motion
is non-uniform circular motion.

• The radial acceleration


component is still 𝑎𝑎𝑟𝑟𝑟𝑟𝑟𝑟 = 𝑣𝑣2/𝑅𝑅 ,
but there is also a tangential
acceleration component 𝑎𝑎𝑡𝑡𝑡𝑡𝑡𝑡
that is parallel to the
instantaneous velocity.

INSPIRING GREATNESS
Relative velocity
• The velocity of a moving
body seen by a particular
observer is called the
velocity relative to that
observer, or simply the
relative velocity.

• A frame of reference is a
coordinate system plus a
time scale.

• In many situations
relative velocity is
extremely important.
INSPIRING GREATNESS
Relative velocity in one dimension
• If point P is moving relative to reference frame A,
we denote the velocity of P relative to frame A as
vP/A.
• If P is moving relative to frame B and frame B is
moving relative to frame A, then the x-velocity of P
relative to frame A is vP/A-x = vP/B-x + vB/A-x.

INSPIRING GREATNESS
Relative velocity in two or three dimensions
We extend relative velocity to two or three dimensions by
using vector addition to combine velocities

INSPIRING GREATNESS

You might also like