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Linear Motion Angular Motion

TRANSLATION ONLY! ROTATION ONLY!


Object maintains angular Object rotates about a fixed point (axis)

orientation (q) but this point does NOT have to lie


within the object
measured in meters - SI unit
other units - inches, feet, miles, measured in radians – SI Unit
centimeters, millimeters other units – degrees, revolutions
Rectilinear motion - if path of one point
on object is a straight line
Curvilinear motion – if path of one
point on object is curved

q q
Types of Motion
• General
– combination of linear and angular motion
• translation and rotation

B
B

A
A
Kinematics is the study of motion without
regard for the forces causing the motion or …
the description of motion
• there are three basic kinematic variables
– position, velocity and acceleration
• the position of an object is simply its location in
space
– changes in position can be described by distance or
displacement
• the velocity of an object is how fast it is changing
its position
• the acceleration of an object is how fast the
velocity is changing
Acquisition of Position Data

Position data is often


Frame 1 acquired by digitizing the
x and y coordinates from
(x1,y1)
film or video.
Velocities and
Y (x2,y2)
accelerations are
calculated from the
(x4,y4) position data.
(x5,y5) (x3,y3)

(0,0)
X
Position and Displacement (d)
• Position (s) is the location of an object in space
• units: m, cm, km, in, ft, mi
• Displacement (Ds= sf - si) is the change in
position of an object
s2
displacement = d d

d = s1 – s2
s1
• Problem:
• how do you describe s1 and s2?
• If you put the arrow on graph paper you
describe position with x- & y-coordinates
Y
s2 = (x2,y2)

d
d = s1 – s2

s1 = (x1,y1)
X
d = s 1 – s2
d = (x1,y2) – (x2,y2) How do you do this?

•Realize that displacement is a vector so you must


determine either the Cartesian or polar coordinates

Y
s2 = (x2,y2)

d
d = s1 – s2

s1 = (x1,y1)
X
•Two choices to describe vector
•Cartesian Coordinates (dx,dy)
•dx = x2 – x2 = distance in the x-direction
•dy = y2 – y1 = distance in the y-direction
•Polar Coordinates (d,q)
•“How far and in which direction”
d  ( x2  x1 ) 2  ( y2  y1 ) 2
q = measured directly from graph
Second problem: Since this movement occurs over time,
displacement (as a vector) does NOT represent changes in
the direction of movement well.

For example – what if s1 represents you at Building A and


s2 represents you at Building B 10 minutes later.

Y
s2

d = s1 – s2
s1
X
Assuming this city is like most cities you have to walk up and
down city blocks and not through buildings.

Y
s2

s1
X
So your actual route is around the buildings, traveling up and
down city blocks.

Y
s2

d
dy

s1 dx
X
Thus the actual distance you covered is more than displacement represents

distance = the length of your travel in the x-direction (dx) plus


the length of your travel in the y-direction (dy)
BUT since we are only concerned with the length of travel we
don’t distinguish between directions

Y
distance = dx + dy s2

d
dy

s1 dx
X
Distance ( )
• distance is the length of the path traveled
• it is a scalar - “How far”
• units: same as displacement

dx + dy = distance =
d
dy Note: use “ ” for length

dx
Example - Distance vs.
Displacement

N
leg 3 = 2 miles

leg 2 = 3 miles

Total DISTANCE Traveled


leg 1 = 2 miles = 2 miles + 3 miles + 2 miles
= 7 miles
Describing Displacement

N Describing Displacement

First Method (Cartesian)


3 miles East
4 miles North
(3, 4) miles
put ‘horizontal’ coordinate 1st

put ‘vertical’ coordinate 2nd


Displacement Magnitude

Second Method (Polar)


N
1st - calculate length of
displacement vector


d  32  4 2

d  25
q 
3 miles d  5 miles
Displacement Direction

2nd – Calculate the angle


N using trigonometric
relationships

 
d
q  tan1 ver 
 
d 
 hor 

 
q  tan1 4miles   53.1
 3miles 
q
3 miles
Displacement Vector
(Polar Notation)

N Describe the displacement


vector by its length and
direction

d  5 miles @ 531
.

q
3 miles
Average Speed

• speed is a scalar quantity


• it is the rate of change of distance wrt time
• units: same as velocity

Speed  distance
time
What is the average speed of the
basketball?
(80,40)

(60,10)

(0,0)
l
speed  
36
 72 ft/s
l= 20  30  36 feet
2 2
t 0.5
Average Velocity (v)
• rate of change of displacement wrt time
• velocity is a vector quantity
– “How fast and in which direction”
• units: m/s, km/hr, mi/hr, ft/s

 NOTE: displacement (d)


 Dd is a vector so must obey
velocity v  rules of vector algebra
Dt when computing velocity.
•When two velocities act on an object you find the net
or resultant effect by adding the velocities.

•Because velocity is a vector you can’t simply add the


numbers.

•Instead – you must use vector algebra to add the


velocities.
In this example the boat
is propelled to the right
by its motor while the
river’s current carries it
towards the top of the
picture. This describes 2
velocities
Other examples of velocities
that can be added together
include the wind direction
when flying.
Adding Velocities

Use the laws of


vector algebra.

Example - the path


of the swimmer is
determined by the
vector sum of the
swimmer’s velocity
and the river current’s
velocity.
Example:

vswimmer = 2 m/s
vriver = 0.5 m/s

What is the swimmer’s


resultant velocity?
Example - Solution

vR = (2 m/s)2 + (0.5 m/s)2


vR = 2.06 m/s

q = 14
50 m 0.5 m/s

2 m/s vR
Average Speed and Velocity

• average speed has a greater magnitude than


average velocity unless there are no
direction changes associated with travel
• in sports
– average speed is often more important than
average velocity
1996 Olympic Marathon

Men 2:12:36
Josia Thugwane - RSA

Women 2:26:05
Fatuma Roba - ETH

Distance
26 miles + 385 yards

26 miles * 1.61 km/mile


= 41.86 km

385 yards * 0.915 m/yd


= 352 m
Total = 41.86 km + .35 km
= 42.21 km
Average Speed & the Marathon

• marathon example (cont.)


t = 2:12:36
t=2 hrs (3600s/1 hr) + 12 min (60 s/ 1min) + 36 s

= 7,956 s
t = 2:26:05
= 8,765 s
Average Speed and the Marathon
• average speed = distance/time
speed = 42,210m/7956 s
= 5.3 m/s

speed = 42,210/8765 s
= 4.8 m/s

average velocity???
Average vs. Instantaneous

• average velocity is not very meaningful in


athletic events where many changes in
direction occur
• e.g. marathon 
– start and end in same place so d 0

v  0 ???
Instantaneous Values

• instantaneous velocity (v) is very


important
– specifies how fast and in what direction one is
moving at one particular point in time
– magnitude of instantaneous velocity is exactly
the same as instantaneous speed
Average vs. Instantaneous Speed
14
1991 World Championships - Tokyo
12

10
speed (m/s)

8
Lewis
6 Burrell
Mitchell
Lewis Avg
4
Burrell Avg
Mitchell Avg
2

0
0 2 4 6 8 10
time (s)
Average Acceleration (a)
• rate of change of velocity with respect to time
– “How fast the velocity is changing”
• acceleration is a vector quantity
• units: m/s/s or m/s2 , ms2, ft/s/s

Dv v  v
acceleration  a   f i

Dt t  t f i
Average Acceleration
v0.0 = 0 m/s
v2.5 = 5 m/s
v5.0 = 0 m/s
5
4.5
4
velocity (m/s)

3.5
3
2.5
2
1.5
1
0.5
0
0 1 2 3 4 5
time (s)
5
4.5
4

velocity (m/s)
3.5
3
2.5
2
1.5
1
0.5
0
0 1 2 3 4 5
time (s)

1st interval

v v 5m 0 m
a0.0  2.5  2.5 0.0  s s 2.0 m2
2.50 2.5s s

Note: velocity is positive and acceleration is positive.


5
4.5
4

velocity (m/s)
3.5
3
2.5
2
1.5
1
0.5
0
0 1 2 3 4 5
time (s)

2nd interval
v v 0 m 5 m
s  2.0 m
a2.5  5.0  5.0 2.5  s
5.0 2.5 2.5 m s s 2

Note: velocity is positive but acceleration is negative.


5
4.5
4

velocity (m/s)
3.5
3
2.5
2
1.5
1
0.5
0
0 1 2 3 4 5
time (s)

whole interval

v5.0 v0.0 0m  0 m m
a0.0  5.0   s s 0
t5.0 t0.0 5s 0s s2
Six Cases of Acceleration
1 - speed up in positive direction = positive accel.

+ direction t = 3 seconds

vi = 5 m/s vf = 8 m/s

Calculate average acceleration!


Six Cases of Acceleration
1 - speed up in positive direction = positive accel.
2 - slow down in positive direction = negative accel.

+ direction t = 3 seconds

vi = 8 m/s vf = 5 m/s

Calculate average acceleration!


Six Cases of Acceleration
1 - speed up in positive direction = positive accel.
2 - slow down in positive direction = negative accel.
3 - speed up in negative direction = negative accel.
t = 3 seconds
+ direction

vf = -8 m/s vi = -5 m/s

Calculate average acceleration!

What is happening to speed?, velocity?


Six Cases of Acceleration
1 - speed up in positive direction = positive accel.
2 - slow down in positive direction = negative accel.
3 - speed up in negative direction = negative accel.
4 - slow down in negative direction = positive accel.
t = 3 seconds
+ direction

vf = -5 m/s vi = -8 m/s
Calculate average acceleration!

What is happening to speed?, velocity?


Six Cases of Acceleration
1 - speed up in positive direction = positive accel.
2 - slow down in positive direction = negative accel.
3 - speed up in negative direction = negative accel.
4 - slow down in negative direction = positive accel.
5 - reverse directions from pos to neg = negative accel.
+ direction t = 3 seconds

vi = +1 m/s vf = -1 m/s

Calculate average acceleration!


Six Cases of Acceleration
1 - speed up in positive direction = positive accel.
2 - slow down in positive direction = negative accel.
3 - speed up in negative direction = negative accel.
4 - slow down in negative direction = positive accel.
5 - reverse directions from pos to neg = negative accel.
6 - reverse directions from neg to pos = positive accel.
+ direction t = 3 seconds

vi = +1 m/s vf = -1 m/s

Calculate average acceleration!


Human Response to
In certain activities people
experience + & - accelerations. Sustained g’s
By standardizing these • 6-9 Gs: "Increased chest pain and pressure;
accelerations to the normal breathing difficult, with shallow respiration
acceleration on earth (-9.8 from position of nearly full inspiration; further
reduction in peripheral vision, increased
m/s/s) you get an idea of how blurring, occasional tunneling, great
much force they are concentration to maintain focus; occasional
experiencing lacrimation; body, legs, and arms cannot be
lifted at 8 G; head cannot be lifted at 9 G."

• 9-12 Gs: "Breathing difficulty severe;


increased chest pain; marked fatigue; loss of
peripheral vision, diminution of central acuity,
lacrimation."

• 15 Gs: "Extreme difficulty in breathing and


speaking; severe vise-like chest pain; loss of
tactile sensation; recurrent complete loss of
vision.
Data primarily from: Bioastronautics Data
Book, second edition, 1973, NASA)
Relationships Between
s, v, & a
• v is the rate of change of s wrt time
• a is the rate of change of v wrt time
• consider a graph of s vs. time
– s on vertical axis
– time on horizontal axis
– rate of change is interpreted as the slope
Slope of a Curve

• “Slope” = number which describes the


steepness of a line
– rise/run

– Note: this is the definition for the tangent of


q, opposite / adjacent
Changes in the slope
• positive slope
– up and to the right
• negative slope
– down and to the right
• quick change
– very steep slope
• slow change
– very flat slope
60

P 50
o
s 40
i
t 30
i
o 20
n
10

0
0 5 10 15 20 25 30

Time (s)
The slope of the position
rise 21- 8 Dp
slope = = = by time curve is the
run 10 - 5 Dt
velocity.
60

P 50
o
s 40
i
t 30
i
o 20
n
10

0
0 5 10 15 20 25 30

Time (s)

Note that this is the average velocity during the period


from 5 seconds to 10 seconds.
60

50
change in direction
slope = 0
40

30

20

10

0
0 5 10 15 20 25 30

The tangent of a curve is the instantaneous slope at a


single point. This slope represents the instantaneous
velocity.
Relationship of
s
s, v, & a
•the instantaneous
velocity (v) curve is
v the plot of how the
slope of the s vs. t
curve changes
•a similar relationship
exists between a and v
a
Where is velocity greatest?

Where is acceleration
greatest?

Where is velocity closest to


zero?
What is happening to the
position curve at this point?

Where is acceleration
negative?
What is happening to the
velocity curve at this point?
7
1991 World Championships - Tokyo
6

5
Who had the largest acceleration
speed (m/s)

at the beginning of the race?


4 Lewis
Burrell
3 Mitchell

0
0 0.5 1 1.5 2
time (s)
12.2
1991 World Championships - Tokyo
12

Lewis
11.8 Burrell
speed (m/s)

Mitchell

11.6

11.4

11.2
Describe the accelerations at the end of the race.
11
8 8.5 9 9.5 10
time (s)
Steps to determining v vs. t curve
from s vs. t curve
(1) draw a set of axes (v vs t) directly under
the s vs. t curve
(2) locate all minimums, maximums,
asymptotes, and inflection points
(3) plot zero value points for each
corresponding min, max or asym
(4) plot mins or maxes for each inflection
point
negative slope
but flattening out

start negative but get closer to zero


minimum = zero slope
must cross time axis (i.e. v=0)
positive slope
but becoming steeper

Start at zero and increase


positive slope
start out flat
but becoming steeper

slope stays +
just not as
steep

slope stops becoming steeper


and begins to flatten out
This is known as an inflection point
and corresponds to a relative maximum
on velocity vs. time curve
positive slope
start out steep
but becoming flatter

slope flattens out as much as


corresponds to a relative minimum it is going to
then slope becomes steeper another inflection point
positive slope
start out steep
continues to become steeper
Region 1 – negative slope
so negative velocity

Region 2 – positive slope so


positive velocity but
inflection point where slope
maxes out
Region 3 – positive slope
so positive velocity but
inflection point where
slope is minimized
Region 4 – positive slope
so positive velocity, no
special points so velocity
continues to rise
The above diagram shows a typical zero-g maneuver. However, the maneuver
can be modified to provide any level of g-force less than one g. Some typical g-
levels used on different tests and the corresponding time for each maneuver are
as follows:
•Negative-g (-0.1 g): Approximately 15 seconds
•Zero-g: Approximately 25 seconds
•Lunar-g (one-sixth g): Approximately 40 seconds
•Martian-g (one-third g): Approximately 30 seconds
NASA’s KC135A
“The Vomit Comet”
inf max inf
s

a
Quantitative determination of v and a
from s
or How to calculate v and a from s
Frame Time Pos. (m) Vel. (m/s) Acc. (m/s/s)
1 0.00 0.00
2 0.10 0.59 5.90 -23.00
3 0.20 0.95 3.60 -31.00
4 0.30 1.00 0.50 -10.00
5 0.40 0.95 -0.50 -31.00
6 0.50 0.59 -3.60
Ds Dv
v , a Dt = 0.10 s
Dt Dt
Calculating v and a from s
Frame Time Pos. (m) Vel. (m/s) Acc. (m/s/s)
1 0.00 0.00
2 0.10 0.59 5.90 -23.00
3 0.20 0.95 3.60 -31.00
4 0.30 1.00 0.50 -10.00
5 0.40 0.95 -0.50 -31.00
6 0.50 0.59 -3.60

Note: the velocity values do not occur at the same time as


the position and acceleration values and you lose data at
the starting and ending frames.
First Central Difference Method

x i 1  x i 1 xi is the ith frame of horizontal position data


v xi 
2dt vxi is the ith frame of horizontal velocity
data
dt is the time interval between frames

x 2  x1
First frame of data v x1 
dt

Last (nth) frame of x n  x n 1


v xn 
data dt
First Central Difference Method
Frame Time Pos. (m) Vel. (m/s) Acc. (m/s/s)
1 0.00 0.00 5.90 -11.50
2 0.10 0.59 4.75 -19.25
3 0.20 0.95 2.05 -23.75
4 0.30 1.00 0.00 -20.50
5 0.40 0.95 -2.05 -18.00
6 0.50 0.59 -3.60 -15.50
What influences the shape of the path that an object follows
when it is airborne?

Gravity makes it return to earth


(i.e., fall).

Any initial horizontal velocity will


make it move either forward or
backward.

When both of these influences are


present the object always follows a
parabolic path.
Airborne Motion
• say a person jumps up into
the air
• motion is influenced only
by gravity while the
person is in the air
• the CM will follow a
parabolic path
on the way up ...
initially vertical velocity is high when
the body leaves the ground
vertical velocity then decreases due to
gravity

initial velocity (positive)


velocity decreases
v (m/s)
top of the jump ...
the body changes direction
so velocity is zero

initial velocity (positive)


velocity decreases
v (m/s)

velocity =0
on the way down ...
the jumper’s velocity decreases,
it becomes negative but the magnitude
gets larger - speed increases

initial velocity (positive)


velocity decreases
v (m/s)

velocity =0

velocity decreases

final velocity (negative)


Airborne motion is
UNIFORMLY ACCELERATED MOTION

v (m/s)

the change in velocity over time


is linear so we say the
change in velocity is constant
This constant acceleration is
= -9.8 m/s2
This is the rate at which any
airborne object will accelerate.
Projectile Motion: A special case of
uniformly accelerated motion

If air resistance is negligible then only gravity


affects the path (or trajectory) of a projectile.

This path is a parabola.


Horizontal and vertical components of velocity
are independent.
Vertical velocity decreases at a constant rate
due to the influence of gravity.
Vertical velocity = 0

Positive velocity Negative velocity


gets smaller gets larger
Horizontal velocity will remain constant.
3 Primary Factors
Affecting Trajectory
• Projection angle
aka release angle or take-off angle
• Projection height
aka relative height
= release height - landing height)
• Projection velocity
aka release velocity or take-off velocity
Projection Angle
• The optimal angle of
projection is dependent
on the goal of the
activity.
• For maximal height the
optimal angle is 90o.
• For maximal distance
the optimal angle is 45o.
• Optimal angle changes
if projection height is not
equal to 0.
Projection angle = 10 degrees
10 degrees
Projection angle = 30 degrees
10 degrees
30 degrees
Projection angle = 40 degrees
10 degrees
30 degrees
40 degrees
Projection angle = 45 degrees
10 degrees
30 degrees
40 degrees
45 degrees
Projection angle = 60 degrees
10 degrees
30 degrees
40 degrees
45 degrees
60 degrees
Projection angle = 75 degrees
10 degrees
30 degrees
40 degrees
45 degrees
60 degrees
75 degrees

So angle that maximizes Range


(qoptimal) = 45 degrees (or so it appears)
Projection Height
• Projection height = release height - landing height
Effect of Projection Height on Range
(when qrelease = 45 degrees)
h1 < h2 < h3
R1 < R2 < R3

hrelease = hlanding
R1
hrelease > hlanding R2

hrelease >> hlanding R3


Projection Height and Projection Angle
interact to affect Range
hprojection = 0 R45 > R40 > R30

hrelease hlanding
R30
R40
R45
When hlanding < hrelease

hprojection > 0 R45 > R40 > R30


BUT difference
b/w R’s is
hrelease smaller

hlanding
When hlanding << hrelease

hprojection > 0 R40 > R30 > R45

hrelease

So … as hprojection increases
the optimal qrelease decreases
hlanding
It’s possible to have a negative
projection height (hrelease < hlanding)

In this case the optimal qrelease is


greater than 45 degrees
The effect of Projection Velocity on
the Range of a projectile

40 Range ~ 10 m
10 m/s @ 45 degrees

30

20

10

0
0 10 20 30 40 50 60 70 80 90 100
The effect of Projection Velocity on
the Range of a projectile

40 Range ~ 10 m
10 m/s @ 45 degrees
20 m/s @ 45 degrees Range ~ 40 m
30

20

10

0
0 10 20 30 40 50 60 70 80 90 100
The effect of Projection Velocity on
the Range of a projectile
40 Range ~ 10 m
10 m/s @ 45 degrees
20 m/s @ 45 degrees Range ~ 40 m
30
30 m/s @ 45 degrees Range ~ 90 m

20

10
So R a v2
0
0 10 20 30 40 50 60 70 80 90 100

•Because R a v2, it has the greatest influence


on the Range of the projectile
Long Jump
• What is the optimum angle of takeoff for
long jumpers?

Projection height > 0 (take-off height > landing height)


Optimum Angle should be slightly less than 45 degrees
research shows that it should be 42-43 degrees
The Best of the Best
Optimum Actual
Distance of Speed of Angle of Takeoff Angle of
Jump Analyzed Takeoff for Given Speed Takeoff
Athlete (m) (m/s) (deg) (deg)
Mike Powell (USA) 8.95 9.8 43.3 23.2
Bob Beamon (USA) 8.90 9.6 43.3 24.0
Carl Lewis (USA) 8.79 10.0 43.4 18.7
Ralph Boston (USA) 8.28 9.5 43.2 19.8
Igor Ter-Ovanesian (USSR) 8.19 9.3 43.2 21.2
Jesse Owens (USA) 8.13 9.2 43.1 22.0

Elena Belevskaya (USSR) 7.14 8.9 43.0 19.6


Heike Dreschler (GDR) 7.13 9.4 43.2 15.6
Jackie Joyner-Kersee (USA) 7.12 8.5 42.8 22.1
Anisoara Stanciu (Rom) 6.96 8.6 42.9 20.6
Vali Ionescu (Rom) 6.81 8.9 43.0 18.9
Sue Hearnshaw (GB) 6.75 8.6 42.9 18.9

Actual Angle of Takeoff ~ 17-23 degrees


Long Jump

• when a jumper is moving at 10 m/s


– the foot is not on the ground long enough
to generate a large takeoff angle
– so jumpers maintain speed and live with a
low takeoff angle

• v is the most important factor in


projectile motion
VALUES FOR HYPOTHETICAL JUMPS
UNDER DIFFERENT CONDITIONS
Speed of Angle of Relative Height
Values for Takeoff Takeoff of Takeoff
Actual Jump Increased 5% Increased 5% Increased 5%
Variable (1) (2) (3) (4)
Speed of
Takeoff 8.90 m/s 9.35 m/s 8.90 m/s 8.90 m/s

Angle of 20 20 21 20
Takeoff

Relative 0.45 m 0.45 m 0.45 m 0.47 m


Ht of
Takeoff

Horizontal 6.23 m 6.77 m 6.39 m 6.27 m


Range

Change in -- 0.54 m 0.16 m 0.04 m


Horiz
Range

Distance 7.00 m 7.54 m 7.16 m 7.04 m


of Jump
Suppose a zookeeper must shoot the banana from the banana cannon to the
monkey who hangs from the limb of a tree. This particular monkey has a habit of
dropping from the tree the moment that the banana leaves the muzzle of the
cannon. If the monkey lets go of the tree the moment that the banana is fired, will
the banana hit the monkey?
Banana’s
gravity-free
path

If there is no gravity then the monkey floats AND


you throw directly at the monkey, then the path of the
banana will be a straight line (the “gravity-free path”).
Since this path will cross the point where the monkey
floats the monkey can catch and eat the banana!
When you take gravity into consideration
you STILL aim at the monkey!

Banana’s
Gravity free path

Monkey’s
Gravity free path is Fall thru same height
“floating” at height
of limb

YEAH! It works! Since both banana and monkey experience


the same acceleration each will fall equal amounts below their
gravity-free path. Thus, the banana hits the monkey.
What happens when you throw the banana slower?

Monkey’s Banana’s
Gravity free path is Gravity free path
“floating” at height
of limb Fall thru same height

As long as you aim at the monkey he will still catch it. The only
difference is that the monkey will fall farther before he catches it
because it takes longer to travel the necessary horizontal distance.
Eqns of Constant Acceleration Motion
ECAM’s
Eqn 1 Eqn 3
v f  vi  at d  vi t  21 at 2

Eqn 2 Eqn 4
d  (vi  v f )t v 2f  vi2  2ad
1

d = displacement Remember: when there is no change


(d = sf – si) in direction then displacement and
distance are the same thing so …
vi = initial velocity
vf = final velocity Often times it is useful to consider
a = acceleration these equations being applied
t = time separately for x- and y-directions
Eqns of Constant Acceleration Motion
ECAM’s
Eqn 1 Eqn 3
v f  vi  at d  vi t  21 at 2

Eqn 2 Eqn 4
d  (vi  v f )t v 2f  vi2  2ad
1

Eqn d vi vf a t
1     
2     
3     
4     
Remember that d = sf - si
ECAM Examples
• Example problem
– a cyclist passes the midpoint of a race moving at a
speed of 10 m/s
– she accelerates at an average rate of 3 m/s/s for 3 s
– how fast is she moving at the end of this period?
ECAM Examples
An object falls 10 meters from the top of a tower.
What is the contact velocity and how much time
does it take to reach the ground?
Steps:
1. Draw a picture.
2. List values for any parameters that are given.
3. Find equations in which all of the variables are
known except the one that you are trying to find.
4. Substitute values for variable and solve.
Example
A runner starts from rest, uniformly accelerates at 3 m/s2
for 3 seconds, then runs at a constant velocity for 5
seconds, then accelerates in the negative direction at -2
m/s2 for 2 seconds. How far does the runner travel during
this 10 second period?
Diving Example
Can the diver
successfully complete
a 2.5 somersault?
PROBLEM DESCRIPTION
It is given that it takes a
minimum of 0.95 s to perform a
2.5 somersault.

+ Only consider the


2m vertical component.
0.85 m

1m
0.85 m

ventry = ?
1st: find time to reach peak of dive (tup)
si =
sf =
d=
ay =
+ vf =
2m vi =
0.85 m t=

1m

Which equation should you use?


Step 1 (cont.) tup = tup’
si =
sf =
d=
+ ay =
2m vf =
0.85 m
vi =
t=
1m

Which equation should you use?


2nd: Find time from peak of flight to time of impact with water
si =
sf =
d=
ay =
2.0 m vf =
vi =
t=
1.0 m
0.85 m

Which equation should you use?


How many somersaults can the diver complete off of other
boards if it take .38 s per somersault?

• 3-m springboard (CM reaches 5M above water)


• tup = 0.48 s
1.4/0.38 = 3.7
• tdown = 0.92 s 3.5 somersaults
• ttotal = 1.40 s
• 5-m platform (CM reaches 1.25 m above platform)
• tup = 0.28 s (raise CM only 0.4 m above initial pos)
• tdown = 0.95 s 1.33/0.38 = 3.5
• ttotal = 1.33 s 3.5 somersaults
(if perfect)
Other Boards (cont.)

• 10-m platform (CM reaches 1.25m above platform)


• tup = 0.28 s
1.74/0.38 = 4.6
• tdown = 1.46 s 4.5 somersaults
• ttotal = 1.74 s
• 20-m cliff (CM reaches 1.25 m above cliff)
• tup = 0.28 s (raise CM only 0.4 m above initial pos)
• tdown = 2.04 s 2.32/0.38 = 6.1
• ttotal = 2.32 s 6 somersaults
(if you’re crazy!)
Speed of Impact
Know:
vi =
ay =
d=
vf =

2.15 m
• 1 m board
d = 2.15 m vf = 6.5 m/s (14.5 mph)
• 3 m board
d = 4.15 m vf = 9.0 m/s (20.1 mph)
• 5 m platform
d = 5.4 m vf = 10.3 m/s (23.0 mph)
• 10 m platform
d = 10.4 m vf = 14.3 m (32.0 mph)
• 20 m cliff
d = 20.4 m vf = 20.0 m/s (44.7 mph)

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