Physics for Engineers I
Lecture 3: Kinematics in Two Dimensions (2D)
Gottlieb Uahengo Jr., Ph.D.
Study of Motion
• We now consider the motion of objects in two (or three) dimensions
• Explicitly stated, we shall discuss projectile motion.
• The motion of objects projected outward near the Earth’s surface
2
Vectors and Scalars
• Vector → a quantity that has both magnitude and direction
• Examples: velocity, displacement, force, and momentum
• Scalar → a quantity that has only has magnitude
• Examples: mass, time, and temperature
3
Representation of Vectors
• In drawings, a vectors are represented by arrows
• Arrows point in the direction of the quantity it
represents
• The length of the arrows are drawn proportional
to magnitude of the vector quantity
4
Adding Vectors – Graphical Approach
• When adding scalars, we make use of simple arithmetic:
25 °C + 10 °C = 35 °C
• However, since vectors have both magnitude and direction, they
need to be added in a special way
• We shall deal mainly with displacement and velocity vectors, which I
now assign the symbol 𝑫 and 𝒗, respectively
5
Adding Vectors – Graphical Approach
• When the vectors are in the same direction, we can also make use of
simple arithmetic to add the vectors
• Take the following example:
• You walk 8 km East one day, and then stop to rest.
• The next day you wake-up and walk another 6 km East
• The resultant displacement would be:
𝑫 = 8 km + 6 km = 14 km East (of origin/starting point)
6
Adding Vectors – Graphical Approach
• Alternatively, you could decide to instead walk as follows:
• You walk 8 km East on the first day, and then stop to rest.
• The next day you wake-up and walk another 6 km West
• The resultant displacement would be:
𝑫 = 8 km + −6 km = 2 km East (of origin/starting point)
7
Adding Vectors – Graphical Approach
• However, when two vectors are not along the same direction, we
cannot use simple arithmetic (as with is the case w/ 2-D motion)
• For example, suppose you now walk 10.0 km East, and then 5.0 km
North
8
Addition of Vectors – Graphical Approach
• You are now 10 km East and 5 km North
• Thus, your resultant displacement (𝑫𝑹 ) is now represented by the
arrow labeled
9
Adding Vectors – Graphical Approach
• By use of a protractor and ruler, one can measure on the diagram that
you are now 11.2 km from the origin at an angle of 𝜃 = 27° north of
east
• Your resultant displacement is 11.2 km and 𝜃 = 27° above the 𝑥 axis
10
Adding Vectors – Graphical Approach
• The magnitude of the resultant vector is obtained by use of the theorem of
Pythagoras;
→ Strictly because 𝑫𝟏 , 𝑫𝟐, and 𝑫𝑹 form a right triangle were 𝑫𝑹 is the hypotenuse
𝐷𝑅 = 𝐷12 + 𝐷22 = 10.0 km 2 + 5.0 km 2
𝐷𝑅 = 125 km2 = 11.2 km
• NB: When adding two vectors that are not in the same direction, the magnitude
of the resultant vector is less than of equal to the sum of the vectors
𝑫𝑹 ≤ (𝑫𝟏 + 𝑫𝟐)
11
Adding Vectors – Graphical Approach
• We also cannot state the following:
𝑫𝑹 ≠ 11.2 km ( : Unacceptable)
• Can someone tell me why?
• Answer: it’s only a partial answer because displacement is a vector.
𝑫𝑹 = 𝑫𝟏 + 𝑫𝟐 = 11.2 km, 27° North of East ( : Acceptable)
12
Adding Vectors – Graphical Approach
• This way of adding vectors (graphically) is known as the tail-to-tip
method of adding vectors. Notice the following;
𝑽 𝟏 + 𝑽 𝟐 = 𝑽 𝟐 + 𝑽𝟏 (commutative property)
13
Adding Vectors – Graphical Approach
• This commutative property allows us to extend vector addition to
three(or more) dimensions; regardless of order of addition the
resultant vector is always the same.
Check for yourself!
14
Adding Vectors – Graphical Approach
• Another technique of adding two vectors is the parallelogram
method
15
Subtracting Vectors
• Given any vector 𝑽, we define the “negative” of such a vector as −𝑽;
a vector of the same magnitude as 𝑽 , but of opposite direction!
• NB: no vector is ever “negative” in the sense that its physical magnitude (size). The
magnitude of every vector is positive. Rather, the minus sign tells us about its direction
16
Subtracting Vectors
• We can now define subtraction of one vector from another as the
difference between two vectors. Thus, 𝑽𝟐 − 𝑽𝟏 is defined as:
𝐕𝟐 − 𝐕𝟏 = 𝐕𝟐 + (−𝐕𝟏 )
Explicitly, the difference between two vectors is equal to the sum of the
first vector plus the negative of the second vector! Thus, we can apply
the same rules for adding vector to subtract vectors.
17
Scaling Vectors
(Multiplication by Scalars)
• A vector 𝑽 multiplied by a scalar c is defined as the product of c𝑽
→ Same direction as 𝑽, but magnitude of |𝑐|V (scaled by the factor c)
• If c is negative, the resultant vector points in the opposite direction
18
Limitations Vectors Graphically
• You need a compass, a ruler, a protractor, and a map
• Important for visualizing
• It is not practical in the modern-day
• Not very useful in 3-D
• However, don’t discard the graphical representations
• They are useful for visualization, orientation, and checking your math
19
Adding Vectors by Components
• Any vector can be expressed as the sum of its components (two other
vectors). Components are usually chosen to be along two perpendicular
directions.
• The process of finding the components of a vector is called resolving the
vector into its components
𝑽 = 𝑽 𝑥 + 𝑽𝑦
20
Using Trigonometric Function to
Resolve Vector Components
side opposite 𝑜
sin 𝜃 = =
hypotensue ℎ
side adjacent 𝑎 ℎ
cos 𝜃 = = 𝑜
hypotensue ℎ
side opposite 𝑜
tan 𝜃 = =
side adjacent 𝑎
𝑎
21
Adding Vectors by Components
Vector components can be resolved using trigonometric function
𝑉𝑦 = 𝑉 sin 𝜃
𝑉𝑥 = 𝑉 cos 𝜃
22
Adding Vectors by Components
Resolving vector components using trigonometric function
𝑉𝑥 Multiply by 𝑉 𝑉𝑥
cos 𝜃 = → 𝑉cos 𝜃 = 𝑉 → 𝑉𝑥 = 𝑉 cos 𝜃
𝑉 𝑉
Multiply by 𝑉
𝑉𝑦 𝑉𝑦
sin 𝜃 = → 𝑉sin 𝜃 = 𝑉 → 𝑉𝑦 = 𝑉 sin 𝜃
𝑉 𝑉
𝑉𝑦 Divide by tan
𝜃 𝜃
tan 𝜃 = → →
𝑉𝑥 1 𝑉𝑦 𝑉𝑦
= × = tan−1
Take the square-root tan 𝑉𝑥 𝑉𝑥
𝑉 2 = 𝑉𝑥2 + 𝑉𝑦2 → 𝑉 = 𝑉𝑥2 + 𝑉𝑦2 → 𝑉= 𝑉𝑥2 + 𝑉𝑦2
23
Adding Vectors by Components
Suppose 𝑽 represents a displacement of 500 m in the direction 30° North of East.
We can express the resultant vector as:
𝑉𝑥 = 𝑉 sin 𝜃 = 500 m sin 30° = 250 m North
𝑉𝑦 = 𝑉 sin 𝜃 = 500 m cos 30° = 433 m (East)
Or;
𝑉= 𝑉𝑥2 + 𝑉𝑦2 = 500 m
𝑉𝑦
tan 𝜃 = 𝑉 = 30°
𝑥
24
Adding Vectors by Components
• Thus, there are two ways to specify a vector in any coordinate system
1) We can give the magnitude 𝑉 and the angle 𝜃 it makes with an axis
2) We can give its components 𝑉𝑥 and 𝑉𝑦
25
Adding Vectors by Components
• We can now discuss adding vector by components.
1) Resolve each vector into its components
Since,
𝑉 = 𝑉1 + 𝑉2
It implies that,
𝑉𝑅𝑥 = 𝑉1𝑥 + 𝑉2𝑥
𝑉𝑅𝑦 = 𝑉1𝑦 + 𝑉2𝑦
In words: the sum of the 𝑥 components equals the 𝑥 component of the resultant vector, and the sum of the 𝑦 components equals the
𝑦 component of the resultant vector.
26
Example 1
The mail man leave the post office and drives 22.0 km North. She then
drives in a direction 60° South of East for 47.0 km. What is her
displacement from the post office?
27
Example 1: Route-to-Solution
1. We first draw a schematic representation of her movements
2. We choose the positive 𝑥 axis to be East, and the positive 𝑦 axis to
be North, the origin is at the post office.
• If possible, choose the axis, in a way that will make you work easier.
3. We resolve each vector into its 𝑥 and 𝑦 components
4. We add the 𝑥 components together and then the 𝑦 components
together. This gives us the components of the resultant vector!
28
Example 1: Solution
Resolve each displacement vector:
𝐷1 has the following 𝑥𝑦 components:
𝐷1𝑥 = 0; 𝐷1𝑦 = 22.0 km
𝐷2 has components of 𝑥 and 𝑦:
𝐷2𝑥 = +(47 km)(cos 60°) = 23.5 km
𝐷2𝑦 = −(47 km)(sin 60°) = −40.7 km
29
Example 1: Solution Cont.
𝐷1 has components of 𝑥 and 𝑦:
𝐷1𝑥 = 0; 𝐷1𝑦 = 22.0 km
𝐷2 has components of 𝑥 and 𝑦:
𝐷2𝑥 = +(47 km)(cos 60°) = 23.5 km
𝐷2𝑦 = −(47 km)(sin 60°) = −40.7 km
30
Example 1: Solution Cont.
The resultant vector 𝐷𝑅 :
𝐷𝑅𝑥 = 𝐷1𝑥 + 𝐷2𝑥 = 0 km + 23.5 km = 23.5 km
𝐷𝑅𝑦 = 𝐷1𝑦 + 𝐷2𝑦 = 22.0 km + −40.7 km = −18.7 km
Thus, expressed completely, 𝐷𝑅 is :
𝐷𝑅𝑥 = 23.5 km, 𝐷𝑅𝑦 = −18.7 km
Alternatively;
𝐷𝑅𝑥 = 2 + 𝐷2 = 30.0 km
𝐷𝑅𝑥 𝑅𝑦
𝐷𝑅𝑦
𝜃= tan−1 = −38.5° (negative sign means below x axis)
𝐷𝑅𝑥
31
Properties of Tangent
32
Properties of Tangent
33
Example 2
An airplane trip involves three legs, with two stopovers, as shown in
the figure. The first leg is due east for 620 km; the second leg is
southeast (45°) for 440 km; and the third leg is at 53° south of west, for
550 km. What is the plane’s total displacement?
34
Example 2: Solution
• Follow same steps as Example 1
35
Example 2: Solution Cont.
𝐷1 :
𝐷1𝑥 = 𝐷1 cos 0° = 620 km
𝐷1𝑦 = 𝐷1 sin 0° = 0 km
𝐷2 :
𝐷2𝑥 = +𝐷2 cos 45° = 440 km 0.707 = +311 km
𝐷2𝑦 = −𝐷2 sin 45° = 440 km 0.707 = −311 km
𝐷3 :
𝐷3𝑥 = −𝐷3 cos 53 ° = 550 km 0.602 = −331 km
𝐷3𝑦 = −𝐷3 sin 53 ° = 550 km 0.799 = −439 km
36
Example 2: Solution Cont.
𝐷𝑅𝑥 = 𝐷1𝑥 + 𝐷2𝑥 + 𝐷3𝑥 = 620 km + 311 𝑘𝑚 − 311 𝑘𝑚 = 620 km
𝐷𝑅𝑦 = 𝐷1𝑦 + 𝐷2𝑦 + 𝐷3𝑦 = 0 km − 311 𝑘𝑚 − 439 𝑘𝑚 = −750 km
Thus, one-way to express the answer:
𝐷𝑅𝑥 = 620 km (East) and 𝐷𝑅𝑦 = −750 km (South)
Alternatively,
2 2 2 2
𝐷𝑅 = 𝐷𝑅𝑥 + 𝐷𝑅𝑦 = 620 + −750 = 973 km
−1
𝐷𝑅𝑥 −750
𝜃 = tan = = −50°
𝐷𝑅𝑦 620
37
Projectile Motion
• We covered one dimensional (1D) motion of an object undergoing
constant acceleration
• Now examine the more general translational motion of objects
moving through air in two dimensions (2D); near the Earth’s surface
• For now, always assume we ignore air resistant!
38
Projectile Motion
• Take a (tiny) ball with initial velocity in the
horizontal direction 𝑣Ԧ𝑥0
• Falling due to gravity (𝑔 = 9.8 m/s 2 )
• Since, we now know how to treat the horizontal
and vertical components of a vector separately, we
can can apply the kinematic equations to the 𝑥 and
𝑦 component of the ball’s motion (viz. velocity).
• NB: We only consider the time after which the
object is in the air, falling under the effect of gravity
39
Projectile Motion
• Once it falls it experiences a vertical downward acceleration due to gravity (𝑔)
𝑣𝑦 = 𝑣𝑦0 = 0
But continues to increase until the ball hits the ground.
• Now, if we take 𝑦 to be positive in the up direction, then the acceleration due to gravity
is in the -𝑦 direction (viz. ay = −𝑔)
• Taking the first kinematic equation (but using 𝑦 instead of 𝑥) we can express the
𝑣𝑦 = 𝑣𝑦 + 𝑎𝑦 𝑡
0
𝑣𝑦 = −𝑔𝑡
• The vertical displacement given by the second kinematic equation is as follows:
1
𝑦 = 𝑦0 + 𝑣𝑦0 + 𝑎𝑦 𝑡 2
2
2
𝑦 = −𝑔𝑡
40
Projectile Motion
• In the horizontal direction there is no acceleration; 𝑎𝑥 = 0
• The horizonal component of velocity, 𝑣𝑥 remain constant, equal to
the initial value, 𝑣𝑥0 . Thus, it has the same magnitude along the
path.
• Therefore, the horizontal displacement can be expressed as follows:
1
𝑥 = 𝑣𝑥0 𝑡 + 𝑎𝑥 𝑡 2 = 𝑣𝑥0 𝑡
2
• Thus, by vector addition of the 𝑥 and 𝑦 velocity components, we can
get the velocity 𝑣Ԧ
𝑣Ԧ = 𝑣𝑥 + 𝑣𝑦
41
Projectile Motion
• An observation:
• An object projected horizontally will reach the ground in
the same time as an object dropped vertically.
• This is because the vertical motions are the same.
42
Projectile Motion
• However, if an object is projected at an upward angle, as shown
𝑉𝑥 is remains constant!!!
• The analysis remains the same, except that now 𝑣𝑦0 ≠ 0.
• Due to gravity, 𝑣𝑦 gradually decreases with time, until the object reaches
its highest point, at which point 𝑣𝑦 = 0
• Thereafter, the object “falls” downwards, with increasing 𝑣𝑦 (becoming more negative)
43
Projectile Motion
𝑠Ԧ = 𝑥Ԧ + 𝑦Ԧ
𝑣Ԧ = 𝑣𝑥 + 𝑣𝑦
𝑎Ԧ = 𝑎𝑥 + 𝑎𝑦
44
Projectile Motion
• What is projectile motion?
Projectile Motion → is motion with constant acceleration in two-
dimensions; where the acceleration downwards is due to gravity (𝒈).
45
Projectile Motion
• If the angle of projection 𝜃0 is chosen relative to the x axis (as shown),
then;
𝑣𝑥0 = 𝑣0 cos 𝜃0 and 𝑣𝑦0 = 𝑣0 sin 𝜃0
46
Example 3
A movies stunt driver on a motorcycle speeds horizontally off a 50.0 m
cliff. How fast must the motorcycle leave the cliff top to land on level
ground below, 90.0 m from the case of the cliff where the cameras are
rolling? Ignore air resistance.
47
Example 3: Route-to-Solution
1. Draw a diagram to understand the problem
2. Choose 𝑦-direction to be positive upward, with 𝑦0 = 0 at the top of
the cliff. The 𝑥-direction is positive to the right with 𝑥0 = 0 at the
point the motorcycle leaves the cliff. The time, 𝑡 = 0, at the exact
position (𝑥0 = 0, 𝑦0 = 0 ) the motorcycle leave the cliff top.
3. Examine x and y components of motion, and list the known &
unknown variable
48
Example 3: Solution
Known Unknown
𝑥0 = 𝑦0 = 0 𝑣𝑥0 =?
𝑥 = 90 m 𝑡 =?
y = −50 m -
𝑎𝑥 = 0 -
𝑎𝑦 = −𝑔 = −9.8 m/s 2 -
𝑣𝑦0 = 0 -
49
Example 3: Solution Cont.
1
𝑦 = 𝑦0 + 𝑣𝑦0𝑡 + 2 𝑎𝑦 𝑡 2
1
𝑦= 0+0+2 −𝑔 𝑡 2
1 2
𝑦 = − 𝑔𝑡
2
Solve for 𝑡 by setting 𝑦 = −50 m:
2𝑦 2(−50.0 m)
𝑡= = 2 = 3.19 s
−𝑔 −9.80 m/s
50
Example 3: Solution Cont.
To find 𝑣𝑥0 we make use of the same equation, but for the horizontal
component:
1
𝑥 = 𝑥0 + 𝑣𝑥0 𝑡 + 𝑎𝑥 𝑡 2
2
𝑥 = 0 + 𝑣𝑥0 𝑡 + 0
𝑥 = 𝑣𝑥0 𝑡
Thus,
𝑥 90.0 m
𝑣𝑥0 = = = 28.2 𝑚/𝑠 ≈ 100 km/h
𝑡 3.19 s
51
Example 4
A kicked football leaves the ground at an angle of 𝜃0 = 37.0° with a velocity
of 20.0 m/s as shown.
Calculate the following:
(a) The maximum height
(b) The time of travel before the football hits the ground.
(c) How far away it hits the ground? Assume the ball leaves the foot at
ground level and ignore air resistance and rotation of the ball.
52
Example 4: Solution
(a) Resolve 𝑣:
Ԧ
𝑣𝑥0 = 𝑣0 cos 37.0° = 20.0 𝑚/𝑠 0.799 = 16.0 m/s
𝑣𝑦0 = 𝑣0 sin 37.0° = 20.0 𝑚/𝑠 0.602 = 12.0 m/s
At maximum height, 𝑣𝑦 = 0 (due to effect of gravity)
𝑣𝑦 = 𝑣𝑦0 − 𝑔𝑡
0 𝑣𝑦0 = 𝑔𝑡
𝑣𝑦0 12.0 m/s
𝑡= = 2
= 1.224 s ≈ 1.22 s
𝑔 9.80 m/s
53
Example 4: Solution Cont.
1 2
𝑦 = 𝑦0 + 𝑣𝑦0𝑡 − 𝑔𝑡
2
𝑣𝑦0
With 𝑦0 = 0, we can solve for 𝑦 @ time 𝑡 = 𝑔
:
1 2
𝑦 =0 𝑦0 + 𝑣𝑦0𝑡 − 𝑔𝑡
2
𝑣𝑦0 1 𝑣𝑦0 2
𝑦 = 𝑣𝑦0 𝑔
− 2𝑔 𝑔
2
𝑣𝑦0 12.0 m/s 2 Answer to (a)
𝑦= = 2 = 7.35 m
2𝑔 2(9.80 m/s )
54
Example 4: Solution Cont.
(b) Consider the moment the ball leaves the foot (𝑡 = 0, y0 = 0):
𝑦 = 𝑦0 + 𝑣𝑦0 𝑡 − 1Τ2 𝑔𝑡 2
0 = 0 + 𝑣𝑦0 𝑡 − 1Τ2 𝑔𝑡 2
The above is a quadratic equation (𝑎𝑥 2 + 𝑏𝑥 + 𝑐 = 0):
1
𝑔𝑡 + 𝑣𝑦0 𝑡 = 0
2
So there are two solution:
𝑡 = 0 and 𝑡 = 2.45 s
Answer to (b)
The time, 𝑡 = 0 corresponds to initial point, 𝑦0 𝑡 = 2.45 s is total travel time. 55
Example 4: Solution Cont.
(c) The total distance along x-direction can be found using:
𝑥 = 𝑥0 + 𝑣𝑥0 𝑡
Where, 𝑥0 = 0, 𝑎𝑥 = 0, 𝑣𝑥0 = 16.0 m/s, and 𝑡 = 2.45 s
𝑥 = 0 + (16.0 𝑚/𝑠)(2.45 𝑠)
𝑥 = 39.2 m Answer to (b)
56
Level Horizontal Range
• When a projectile lands at the same level it started (𝑦 = 𝑦0), we can can
apply the level horizontal range formula to get the total distance travel.
𝑅 = 𝑣𝑥0𝑡
• Thus, the total distance travelled by the football is 𝑥 = 𝑅. Recall the
following [Example 4 (b)]:
2𝑣𝑦0
𝑡=
𝑔
Thus,
2𝑣𝑦0 2𝑣02sin𝜃0 cos𝜃0
𝑅 = 𝑣𝑥0 =
𝑔 𝑔
57
Level Horizontal Range
2𝑣𝑦0 2𝑣02sin𝜃0 cos𝜃0
𝑅 = 𝑣𝑥0 =
𝑔 𝑔
The above can be re-expressed using the following trigonometric identity:
2𝑠𝑖𝑛𝜃 𝑐𝑜𝑠𝜃 = sin 2𝜃
2𝑣𝑦0 2𝑣02sin𝜃0 cos𝜃0
𝑅 = 𝑣𝑥0 =
𝑔 𝑔
𝑣02 𝑠𝑖𝑛2𝜃0
𝑅=
𝑔
58
Level Horizontal Range
Thus, the maximum range for a given initial velocity 𝑣0 , is obtained
when sin 2𝜃 reaches its maximum value of 1; which is at 2𝜃 = 90°.
So, when 𝜃0 = 45° for maximum range:
1
𝑣02 𝑠𝑖𝑛2(𝜃0 =45°) 𝑣02
𝑅𝑚𝑎𝑥 = =
𝑔 𝑔
59
Example 5
Suppose one of Henrik Witbooi’s cannons had a muzzle speed, 𝑣0 of
60.0 m/s. At what angle should it have been aimed (ignore air
resistance) to strike a target 320 m away?
60
Example 5: Solution
What do we know; 𝑅= 320 m
From;
𝑣02 𝑠𝑖𝑛2𝜃0
𝑅=
𝑔
We solve for 𝑠𝑖𝑛2𝜃0;
𝑅𝑔
𝑠𝑖𝑛2𝜃0 = 2 = 0.871
𝑣0
Thus;
𝜃0 = 30.3° or 𝜃0 = 59.7°
There are generally two angles 𝜃0 that will give the same range
61
Example 6
Suppose the football in Example 4 was punted and left the punter’s foot at a
height of 1.00 m above the ground. How far did the football travel before
hitting the ground? Set 𝑥0 = 0, 𝑦0 = 0.
Note: the only difference is that the football hits the ground below its
starting point of 𝑦0 = 0; the ball hits the ground at 𝑦 = −1.00 m.
62
Example 6: Solution Cont.
We cannot use the range formula, because 𝑦 ≠ 𝑦0 !
1 2
From Example 3-4; 𝑦 = 𝑦0 + 𝑣𝑦0 𝑡 −
2
𝑔𝑡
1
𝑣0 = 20.0 m/s −1.00 𝑚 = 0 + (12.0 𝑚/𝑠)𝑡 − (9.8 m/s 2 )𝑡 2
2
Re-arrange:
𝜃0 = 37°
m
𝑣𝑦0 = 12.0 m/s 4.9m/s 2 𝑡 2 − 12.0 𝑡 − 1.00 m = 0
s
Looks a lot like 𝑎𝑥 2 + 𝑏𝑥 + 𝑐 = 0
We also know;
𝑡 = 2.53 s or 𝑡 = −0.081 s
𝑦 = −1.0 m
Second solution (𝑡 = −0.081 𝑠) corresponds to time prior to thew kick. So it does not apply
𝑚
𝑥 = 𝑣𝑥0 𝑡 = 16.0 2.53 s = 40.5 m
𝑠
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Projectile Motion is Parabolic
The path followed by a projectile - ignoring air resistant and
assuming constant 𝑔Ԧ - is parabolic! To see this one has express 𝑦 is a
function of 𝑥 by eliminating time (𝑡) between the horizontal and
vertical equations of motion. For simplicity we set 𝑥0 = 𝑦0 = 0
𝑥 = 𝑣𝑥0 𝑡
1 2
𝑦 = 𝑣𝑦0 𝑡 − 𝑔𝑡
2
𝑥
𝑡=
𝑣𝑥0
𝑣𝑦0 𝑔
𝑦= 𝑥− 2 𝑥2
𝑣𝑥0 2𝑣𝑥0
We can see that 𝑦 is a function of 𝑥 that has the form:
𝑦 = 𝐴𝑥 − 𝐵𝑥 2
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Relative Velocity
Let’s now consider observations from different refence frames.
Reference Frame: A Reference Frame: C
Reference Frame: B
When velocities are along the same path, simple arithmetic (viz. addition or subtraction) is enough to get the relative velocity!
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Relative Velocity
• When the velocities are not along the same direction/line, we must make
use of vector addition.
• First and foremost, it is important to draw diagram to orient yourself.
• Velocities across reference frames should labeled by two subscripts
• The first subscript refers object, the second to the reference frame I which it has this
velocity
• Following this convention, you can write down the correct equation relating
relative velocities in different reference frames.
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Relative Velocity
• Suppose a boat heads directly across the river
• 𝑣Ԧ𝐵𝑊 → velocity of Boat with respect to the Water
• 𝑣Ԧ𝐵𝑆 → velocity of Boat with respect to the Shore
• 𝑣Ԧ𝑊𝑆 → velocity of Water with respect to the Shore
∴ Velocity of the boat with respect to the shoe is:
𝑣Ԧ𝐵𝑆 = 𝑣Ԧ𝐵𝑊 + 𝑣Ԧ𝑊𝑆
Again, this convention, you can write down the correct equation relative velocities in different reference frames.
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Example 7
A boat’s speed in still water is 𝑣𝐵𝑊 = 1.85 m/s. If the boat is to travel
north directly across a river whose westward current has a speed of
𝑣𝑊𝑆 = 1.20 m/s, at what upstream angle must the boat head? (See fig.
below)
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Example 7: Solution
From the figure we can see that 𝑣Ԧ𝐵𝑊 points upstream at angle 𝜃
From the Pythagoras theorem we can compute the required angle 𝜃:
𝑣𝑊𝑆 1.20 𝑚/𝑠
sin 𝜃 = = = 0.6486
𝑣𝐵𝑊 1.85 𝑚/𝑠
𝜃 = sin−1 (0.6486)
𝜃 = 40.4° (angle boat must head upstream with)
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Example 8
The same boat (𝑣𝐵𝑊 = 1.85 m/s. ) now heads directly across the river
whose current is still, 𝑣𝑊𝑆 = 1.20 m/s.
a) What is the velocity (magnitude and direction)
of the boat relative to the shore?
b) If the river is 110 m wide, how long will it take
to cross and how far downstream will the boat
be then?
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Example 8: Solution
• If the boat goes directly straight across the river,
it will be pulled down-stream by the river’s
current. (See fig.)
• Therefore, the boat’s velocity with respect to the
shore, 𝑣Ԧ𝐵𝑆 , is the sum of its velocity with respect
to the water, 𝑣Ԧ𝐵𝑊 , plus the velocity of the water
with respect to the shore, 𝑣Ԧ𝑊𝑆 .
𝑣Ԧ𝐵𝑆 = 𝑣Ԧ𝐵𝑊 + 𝑣Ԧ𝑊𝑆
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Example 8: Solution Cont.
a) Since 𝑣Ԧ𝐵𝑊 is perpendicular to 𝑣Ԧ𝑊𝑆 , by Pythagoras
theorem we can find 𝑣𝐵𝑆 , as follows:
2 2
𝑣𝐵𝑆 = 𝑣𝐵𝑊 + 𝑣𝑊𝑆
𝑣𝐵𝑆 = 1.85 𝑚/𝑠 2 + 1.20 𝑚/𝑠 2
𝑚
𝑣𝐵𝑆 = 2.21
𝑠
We obtain the angle:
−1 𝑣𝑊𝑆
𝜃 = tan = 33.0°
𝑣𝐵𝑊
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Example 8: Solution Cont.
b) The travel time of the boat is determined by the
time it takes to cross the river. Given the width of the
river 𝐿 = 110 m, we can use the velocity component
across the river (along 𝐿).
𝑣𝐵𝑊 = 𝐿/𝑡, solving for 𝑡, gives;
110 𝑚
𝑡= = 59.5𝑠
1.85 𝑚/𝑠
In this time, the boat is carried downstream,
a distance;
𝑑 = 𝑣𝑊𝑆 𝑡 = 1.20 𝑚/𝑠 59.5 s = 71.4 m
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Summary of Chapter 3
• Vector → a quantity that has both magnitude and direction
• Scalar → a quantity that has only has magnitude
• Vector addition → can be done graphically or using vector
components
• Projectile motions → is the motion of objects near the Earth’s surface
under the influence of gravity
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The End.
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JEDS Campus
School of Engineering and The Built Environment
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