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Buoyancy and Arduino_Lab

The document outlines an experiment using an Arduino microcontroller to explore the principle of buoyancy, focusing on the relationship between object density and water displacement. It details the theoretical background, objectives, materials needed, and a step-by-step procedure for conducting the experiment with an ultrasonic distance sensor. The experiment aims to provide practical insights into buoyancy and reinforce understanding of Archimedes' principle through data collection and analysis.

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mwitasimion
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0% found this document useful (0 votes)
5 views

Buoyancy and Arduino_Lab

The document outlines an experiment using an Arduino microcontroller to explore the principle of buoyancy, focusing on the relationship between object density and water displacement. It details the theoretical background, objectives, materials needed, and a step-by-step procedure for conducting the experiment with an ultrasonic distance sensor. The experiment aims to provide practical insights into buoyancy and reinforce understanding of Archimedes' principle through data collection and analysis.

Uploaded by

mwitasimion
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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AN_01

Title: Buoyancy and Arduino

Introduction

In this experiment, we will delve into the fundamental principle of buoyancy using an Arduino
microcontroller. Buoyancy, often encountered in everyday life, is the upward force exerted on an
object when it is submerged in a fluid (liquid or gas). This force is what allows ships to float on
water and balloons to ascend in the air. By employing an Arduino, we will quantify the
displacement of water caused by different objects with varying densities as they are immersed.
Through data collection and analysis, we aim to unravel the intricate relationship between
buoyancy, object density, and water displacement.

Theory
Buoyancy is primarily governed by Archimedes' principle, which states that when an object is
submerged in a fluid, it experiences an upward buoyant force equal to the weight of the fluid
displaced by the object. Mathematically, this principle can be expressed as:

𝐹𝑏𝑢𝑜𝑦𝑎𝑛𝑡 = 𝜌. 𝑉𝑑𝑖𝑠𝑝𝑙𝑎𝑐𝑒𝑑 . 𝑔

Where:
 𝐹𝑏𝑢𝑜𝑦𝑎𝑛𝑡 is the buoyant force (in Newtons, N).
 𝜌 is the density of the fluid (in kilograms per cubic meter, kg/m³).
 𝑉𝑑𝑖𝑠𝑝𝑙𝑎𝑐𝑒𝑑 is the volume of fluid displaced by the submerged object (in cubic meters, m³).
 𝑔 is the acceleration due to gravity (approximately 9.81 m/s²).

The density of an object (𝜌𝑜𝑏𝑗𝑒𝑐𝑡 ) and the density of the fluid (𝜌𝑓𝑙𝑢𝑖𝑑 ) also play a crucial role in
determining buoyancy. If the object is denser than the fluid (𝜌𝑜𝑏𝑗𝑒𝑐𝑡 > 𝜌𝑓𝑙𝑢𝑖𝑑 ), it will tend to sink.
If the object is less dense than the fluid (𝜌𝑜𝑏𝑗𝑒𝑐𝑡 < 𝜌𝑓𝑙𝑢𝑖𝑑 ), it will tend to float. When the object's
density is equal to the fluid's density (𝜌𝑜𝑏𝑗𝑒𝑐𝑡 = 𝜌𝑓𝑙𝑢𝑖𝑑 ), it will be neutrally buoyant and remain
suspended at a specific depth.

In this experiment, we will use an ultrasonic distance sensor to measure the displacement of
water when objects of different densities are immersed. By recording these displacements and
knowing the density of water, we can calculate the buoyant force experienced by each object and
investigate how it relates to the object's density. This hands-on approach will provide practical
insights into the principles of buoyancy and reinforce the understanding of Archimedes' principle.
Objectives

1. To understand the concept of buoyancy and its relationship with object density and the
displacement of water.

Materials Needed

1. Arduino Uno board


2. Breadboard
3. Ultrasonic distance sensor
4. Waterproof container (e.g., glass beaker)
5. Objects of different densities (e.g., metal, plastic, wood)
6. Connecting wires
7. Computer with Arduino IDE installed

Procedure
1. Preparation
 Set up your Arduino Uno board on a stable surface.
 Connect the ultrasonic distance sensor to the breadboard, ensuring proper
connections for power, ground, trigger, and echo pins. Refer to the sensor's
datasheet for pin details.
 Connect the breadboard to the Arduino Uno using connecting wires. Ensure that
the connections are secure and properly labeled.
 Fill the waterproof container (e.g., a glass beaker) with water to a level where it can
comfortably accommodate the objects to be tested.

2. Calibration
 Write an Arduino program to read data from the ultrasonic sensor. The program
should include functions for sending ultrasonic pulses, measuring the time it takes
for the pulses to bounce back, and converting this time into distance using the speed
of sound in air. Note that you may need to adjust the speed of sound for the medium
(air) between the sensor and the water surface.
 Calibrate the sensor by measuring the distance from its position to the water surface
when no object is present. Note down this value as the reference distance. This will
help you calculate the displacement accurately when objects are immersed.

3. Data Collection
 Slowly lower each object into the water, one at a time, making sure it remains
stationary at a certain depth. Allow the ultrasonic sensor to record the distance
between the object and the water surface.
 Record the distance measured by the ultrasonic sensor when each object is
immersed in the water. Ensure that the measurements are consistent and accurate.
 Repeat steps 3 and 4 for all objects, ensuring that you record data for each one.

4. Analysis
 Analyze the data collected and plot a graph of the distance versus the density of the
objects. This graph will help visualize how different objects displace water at
varying depths.

Conclusion
 Based on your observations and data analysis, discuss the relationship between
buoyancy, the density of objects, and the displacement of water. Explain how
Archimedes' principle applies to your findings and how buoyant force changes with
different objects.

This experiment provides a practical understanding of buoyancy, and the Arduino-based setup
enhances data collection and analysis, making the concept more tangible and engaging for
students.

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