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GENERAL

PHYSICS 1

DISCUSSION INFOGRAPHIC:

CREATIVE WAY OF
PRESENTING SIGNIFICANT
LEARNINGS FROM
THE SUBJECT

PREPARED BY:

VIEYAH ANGELA A. VICENTE


STEM 12 - VANGUARD
Scientific Notation
Scientific notation offers a convenient way of
expressing very large or very small numbers. A O SCIENTIFIC
STANDARD NOTATION T
positive number is written as a product of a NOTATION

number between I and l0 and a power of 10. 580,000,000,000M =


5.8 X 1011M
-5G
For example, 9.63 x 107 and 2.3 x 10-6 are 0.0000683G = 6.83X10

numbers written in scientific notation.

Prefixes in Metric Units

ACCURACY
It refers to the closeness of the measurements to
the true or accepted value. A new spring balance is
likely to be more accurate than an old spring balance
that has been used many times.

PRECISION
It refers to the closeness of the measurements of the
results to each other. A physicist who frequently
carries out a complex experiment is likely to have more
precise results than someone who is just learning the
experiment.

Degree of Accuracy and


Precision
Accuracy and
Precision
FORMULA
5 20
12 1
18

Accuracy Formula

9
14

4
11
Aɛ = | O - A |
Where:

13
Aɛ- absolute error

6
O - observed

16

10
value/measured

15
7
value 19
3 17
2

A - accepted value
Percentage of error = Aɛ/A x 100%
The parallel lines indicate that
Percentage of accuracy 100% - % of the value is absolute.
error Percentage of accuracy 100%-%
of error

Precision Formula

Where:
Aᴅ = | O - M |

Aᴅ - absolute deviation % of deviation = Aᴅ(ave)/M x 100%


O - observed value/

measured value Percentage of precision 100 % -% of deviation


M - mean of several
measurements

Experimental
Errors

Random Errors
usually result from the experimenter’s inability to
take the same measurement in exactly the same way
to get exact the same number.
has no pattern and is inconsistent

Systematic Errors
by contrast, are reproducible inaccuracies that are
consistently in the same direction
repeatable error due to a problem that persists
throughout the entire experiment

Systematic or
Random errors Systematic errors
Random

Failure to Account for


Instrument Resolution Incomplete definition
a Factor

Physical Variations Environmental factors Calibration


Common

Parallax Zero Offset Sources of
Error in


Instrument Drift
Physics
Laboratory
Lag time and

hysteresis Experiments
Sc alars
tifying
Iden t ors
and V ec

Scalar Quantity
A scalar is a quantity that is
completely specified by its
magnitude and has no
direction.

Examples of Scalar Quantities

Vector
Quantity
A vector is a quantity that
includes both a magnitude
and a direction.

Examples of Vector Quantities

Example:
Blog walks 35 m [E], rests for
20 s, and then walks 25 m
[W]. What is Blog’s overall
displacement?

R = 35 m East + 25 m West
= 35 m East + – 25 m East
= 10 m East
Adding Vectors Using
Pythagorean theorem
Example: A student drives his car 6.0 km,
M
North before making a right-hand turn PYTHAGOREAN THEORE

and driving 6.0 km to the East. Finally,

the student makes a left-hand turn and C² = A² + B²


travels another 2.0 km to the north.


What is the magnitude of the overall
C² = √ A² + B²

displacement of the student?

The magnitude of the Resultant


Vector

𝑅² = (8.0 𝑘𝑚)² + (6.0 𝑘𝑚)²


𝑅² = 64.0 𝑘𝑚 + 36.0 𝑘𝑚
𝑅² = 100.0 𝑘𝑚
√𝑅² = √100.0 𝑘𝑚²
𝑹 = 𝟏𝟎. 𝟎 𝒌m

The direction of the Resultant Vector


Kinematics in
One Dimension

Distance
This is the actual path covered by a
moving particle measured in meters
(m).

Displacement
This is apparent change in
location/position of a moving particle
with reference to its point of origin. It
is also measured in meters (m).

Time
This is the interval between two events
or observations of a moving particle in
a straight line. It is measured in
seconds (s)

Velocity
This is the change in position
(displacement) of a particle as a function of
time. It is measured in meters per second
(m/s).

Speed
This is the distance travelled as a
function of time. It is also measured in
meters per second (m/s).

Acceleration
This is the change in velocity/speed per
unit time of the moving particle. It is
measured in meters per second per
second (m/s2).

Motion Along a
Straight Line

Distance vs. Displacement

Assume a player moves the other side and


back.
Distance is twice the length of the court.
Distance is always positive.
Displacement is zero.
∆ 𝑥 = 𝑥2 − 𝑥1 = 0 𝑠𝑖𝑛𝑐𝑒 𝑥1 = 𝑥2
Instantaneous Velocity
Instantaneous velocity is the velocity at a specific instant or time or a specific point
in the path. It indicates what is happening at every point of time. It is the limit of
the average velocity as the interval approaches 0. It equals to the instantaneous rate
of change of position with time.

Example:
Your neighbor’s dog is crouched 25 m to your east. At time,
the dog begins to run due east toward a rat that is 50 m to
your east. During the first 2.0 s of the attack, the dog’s
coordinate 𝑥 varies with time 𝑡 according to the following
equation:

𝑥 = 25 𝑚 + (5.0 𝑚/𝑠²) 𝑡²

1. Find the dog’s displacement between 𝑡 = 1.5 s and 𝑡 = 2.0 s.


At 𝑡₁ = 1.5 s and 𝑡₂ = 2.0 s, the position of the dog is The change in the dog’s displacement on
the interval 𝑡 = 1.5 s to 𝑡 = 2.0

𝑥₁ = 25 𝑚 + (5.0 𝑚/𝑠²) (1.5 𝑠)² = 36.25 𝑚



s is 𝑥 = 𝑥₂ − 𝑥₁ = 45.00 m −
36.25 m = 8.75 m
𝑥₂ = 25 𝑚 + (5.0𝑚/𝑠²) (2.0 𝑠)² = 45.00 𝑠

2. Find its average velocity during that interval.

∆ ∆
V𝑎𝑣𝑒−𝑥 = 𝑥/ 𝑡 = 𝑥₂ − 𝑥₁/𝑡₂ − 𝑡₁
= 8.75 𝑚 / 2.0𝑠 − 1.5𝑠 = 17.5 𝑚/
𝑠
3. Derive an expression for the dog’s instantaneous velocity as
a function of time and use it to find 𝑣𝑥 at 𝑡 = 1.5 s and 𝑡 =
2.0 s.
The instantaneous 𝑥 velocity of the dog is

V𝑥 = lim ∆ ∆
= 𝑥/ 𝑡 = 𝑑𝑥/𝑑𝑡
∆→ 𝑡 0

v𝑥 = 𝑑𝑥/𝑑𝑡 = 𝑑[25 𝑚 + (5.0𝑚/𝑠²)𝑡²] / 𝑑𝑡


= 2 (5.0𝑚/𝑠²) 𝑡 = (10.0𝑚/𝑚𝑠) 𝑡
At 𝑡 = 1.5 s
𝑣𝑥 = (10.0𝑚/𝑠²) 𝑡 = (10.0𝑚/𝑠²) (1.5 𝑠) = 15.0 𝑚/𝑠

At 𝑡 = 2.0 𝑠
𝑣𝑥 = (10.0𝑚/𝑠²) 𝑡 = (10.0𝑚/𝑠²) (2.0 𝑠) = 20.0 𝑚/𝑠
o n w it h
Moti
n stan t
Co
e rat io n
Accel

The Five Kinematic Variables


∆ 𝑥 = Displacement
𝑡 = Time Interval
Vi = Initial 𝑥-Velocity
Vf = Final 𝑥-Velocity
𝑎𝑥 = Constant Acceleration

Deriving the Kinematic Formulas

1st Kinematic Formula Vf = Vi + 𝑎𝑥𝑡

2nd Kinematic Formula 𝑥₂ = 𝑥₁ + Vi𝑡 + 1/2 𝑎𝑥 𝑡²

3rd Kinematic Formula Vf² = Vi² + 2ax (𝑥₂ − 𝑥₁)

4th Kinematic Formula 𝑥₂ − 𝑥₁ = ( Vi + Vf / 2 ) 𝑡

An object is in “free fall”


even when it is moving
upward!!

Vy = Viy + (-g)𝑡
y₂ = y₁ + Viy𝑡 + 1/2 (-g)𝑡²
Vy² = Viy² + 2(-g) (y₂ − y₁)
y₂ − y₁ = ( Viy + Vy / 2 ) 𝑡

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