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CHAPTER 7 KINEMATICS
Objectives
After completing this chapter, you will be able to:
▪ Understand Kinematics
INTRODUCTION
Kinematics is the study of the motion of points, objects, and groups of objects without
considering the causes of its motion. Kinematics is the branch of classical mechanics that
describes the motion of points, objects and systems of groups of objects, without reference to
the causes of motion.
To describe motion, kinematics studies the trajectories of points, lines and other
geometric objects, as well as their differential properties (such as velocity and acceleration).
Kinematics is used in astrophysics to describe the motion of celestial bodies and systems; and
in mechanical engineering, robotics and biomechanics to describe the motion of systems
composed of joined parts (such as an engine, a robotic arm, or the skeleton of the human body)
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FRAMES OF REFERENCE
There are two choices you have to make in order to define a position variable x.
You have to decide where to put x = 0 and which direction will be positive. This is
referred to as choosing a coordinate system, or choosing a frame of reference. As long
as you are consistent, any frame is equally valid. But you don’t want to change
coordinate systems in the middle of a calculation. Imagine sitting in a train in a station
when suddenly you notice that the station is moving backward. Most people would say
that they just failed to notice that the train was moving it only seemed like the station
was moving. But this shows that there is a third arbitrary choice that goes into choosing
a coordinate system: valid frames of reference can differ from each other by moving
relative to one another. It might seem strange to use a coordinate system moving
relative to the earth but, for instance, the frame of reference moving along with a train
might be far more convenient for describing things happening inside the train. Frames
of reference are particularly important when describing an object’s displacement.
DISPLACEMENT
For example, if a car moves from a house to a grocery store, its displacement is the
relative distance of the grocery store to the reference frame, or the house. The word
“displacement” implies that an object has moved or has been displaced. Displacement
is the change in position of an object and can be represented mathematically as
follows:
where:
Δx is displacement, xf is the final position, and x0 is the initial position.
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SCALARS AND VECTORS
A vector is any quantity that has both magnitude and direction, whereas a scalar has
only magnitude.
SCALAR QUANTITY
Some physical quantities can be described just by their numerical value (with
their respective units) without directions (they don’t have any direction). The addition
of these physical quantities follows the simple rules of the algebra. That is only their
magnitudes are added.
VECTOR QUANTITY
The physical quantity that has both direction as well as magnitude.
A vector with the value of magnitude equal to one and direction is called unit
vector represented by a lowercase alphabet with a “hat” circumflex. That is “û “.
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SPEED AND VELOCITY
Speed is a scalar quantity that refers to "how fast an object is moving." Speed
can be thought of as the rate at which an object covers distance.
Velocity is a vector quantity that refers to "the rate at which an object changes
its position." Imagine a person moving rapidly one step forward and one step back -
always returning to the original starting position.
Average speed is calculated as the distance traveled over the total time of travel.
In contrast, average velocity is defined as the change in position (or displacement) over
the total time of travel.
The average speed during the course of a motion is often computed using the
following formula:
ACCELERATION
Acceleration is a vector quantity that is defined as the rate at which an object
changes its velocity. An object is accelerating if it is changing its velocity.
In physics, acceleration is the rate at which the velocity of a body changes with
time. It is a vector quantity with both magnitude and direction. Acceleration is
accompanied by a force, as described by Newton’s Second Law; the force, as a vector,
is the product of the mass of the object being accelerated and the acceleration (vector),
𝑚
or F =ma. The SI unit of acceleration is the meter per second squared: 𝑠2
Acceleration is a vector that points in the same direction as the change in
velocity, though it may not always be in the direction of motion. For example, when an
object slows down, or decelerating, its acceleration is in the opposite direction of its
motion.
The motion of an object can be depicted graphically by plotting the position of
an object over time. This distance-time graph can be used to create another graph that
𝑚
shows changes in velocity over time. Because acceleration is velocity in 𝑠 divided by
time in s, we can further derive a graph of acceleration from a graph of an object’s
speed or position.
It is a graph of an object’s position over time. This graph is similar to the motion
of a car. In the beginning, the object’s position changes slowly as it gains speed. In the
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middle, the speed is constant and the position changes at a constant rate. As it slows
down toward the end, the position changes more slowly. From this graph, we can derive
a velocity vs time graph.
This shows the velocity of the object over time. The object’s velocity increases
in the beginning as it accelerates at the beginning, then remains constant in the middle
before it slows down toward the end. Notice that this graph is a representation of the
slope of the previous position vs time graph. From this graph, we can further derive an
acceleration vs time graph.
To do this, we would also plot the slope of the velocity vs time graph. In this
graph, the acceleration is constant in the three different stages of motion. As we noted
earlier, the object is increasing speed and changing positions slowly in the beginning.
The acceleration graph shows that the object was increasing at a positive constant
acceleration during this time. In the middle, when the object was changing position at
a constant velocity, the acceleration was 0. This is because the object is no longer
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changing its velocity and is moving at a constant rate. Towards the end of the motion,
the object slows down. This is depicted as a negative value on the acceleration graph.
Note that in this example, the motion of the object is still forward (positive), but since it
is decelerating, the acceleration is negative.
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Assuming acceleration to be constant does
not seriously limit the situations, we can study and
does not degrade the accuracy of our treatment,
because in a great number of situations,
acceleration is constant. When it is not, we can
either consider it in separate parts of constant
acceleration or use an average acceleration over a
period of time.
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FREE FALLING OBJECTS
A free-falling object is an object that is falling under the sole influence of gravity.
Any object that is being acted upon only by the force of gravity is said to be in a state
of free fall. There are two important motion characteristics that are true of free-falling
objects:
• Free-falling objects do not encounter air resistance.
• All free-falling objects (on Earth) accelerate downwards at a rate of 9.8
m/s/s (often approximated as 10 m/s/s for back-of-the-envelope
calculations) Because free-falling objects are accelerating downwards at
a rate of 9.8 m/s/s, a ticker tape trace or dot diagram of its motion would
depict an acceleration. The dot diagram at the right depicts the
acceleration of a free-falling object. The position of the object at regular
time intervals - say, every 0.1 second - is shown. The fact that the
distance that the object travels every interval of time is increasing is a
sure sign that the ball is speeding up as it falls downward. If an object
travels downward and speeds up, then its acceleration is downward.
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Figure 1
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To subtract vectors, place the tails together. The difference of the two vectors
(D) is the vector that begins at the head of the subtracted vector (B) and goes to the
head of the other vector
(A). An alternate method is to add the negative of a vector, which is a vector with
the same length but pointing in the opposite direction. The second method is
demonstrated in Figure.
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To add vectors numerically, first find the components of all the vectors. The
signs of the components are the same as the signs of the cosine and sine in the given
quadrant. Then, sum the components in the x direction, and sum the components in
the y direction. As shown in the Figure, the sum of the x components and the sum of
the y components of the given vectors (A and B) comprise the x and y components of
the resultant vector (C).
These resultant components form the two sides of a right angle with a
hypotenuse of the magnitude of C; thus, the magnitude of the resultant is
The direction of the resultant (C) is calculated from the tangent because tan θ =
𝐶𝑥 𝐶𝑦
. To solve for the angle θ, use θ = tan −1 ( ).
𝐶𝑦 𝐶𝑥
The procedure can be summarized as follows:
1. Sketch the vectors on a coordinate system.
2. Find the x and y components of all the vectors, with the appropriate signs.
3. Sum the components in both the x and y directions.
4. Find the magnitude of the resultant vector from the Pythagorean theorem.
5. Find the direction of the resultant vector using the tangent function.
Follow the same procedure to subtract vectors by calculating the appropriate
algebraic sum of the components in Step 3.
MULTIPLICATION OF VECTORS
THE DOT PRODUCT
There are two different ways in which two vectors may be multiplied
together. The first is the dot product, also called the scalar product, which is written A
· B. This can be evaluated in two ways:
• A · B = Ax Bx + Ay By
• A · B = AB cos θ, where θ is the angle between the vectors when they
are set tail to tail, and A and B are the lengths of the vectors.
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Note that the order of the vectors does not matter and that the result of the dot
product is a scalar rather than a vector. Note that if two vectors are perpendicular, their
dot product is zero according to the second rule above.
CROSS PRODUCT
The second way to multiply vectors is called the cross product or the
vector product. It is written A · B. It can be evaluated in two ways:
• A · B = (Ax By − Ay Bxz), when the vectors A and B both are in x–y plane.
The z indicates that the result is a vector that points along the z axis. In
general, the vector resulting from a cross product is always perpendicular
to both of the vectors being multiplied together.
• A · B = AB z sin θ, where θ is the angle between the vectors A and B
when they are placed tail to tail. Again, the result is a vector perpendicular
to A and B (and therefore points along the z axis if A and B are in the x–
y plane).
The result of a cross product does depend on the order of the vectors. Note from
the first rule that A · B = − B · A. Also, if A and B are parallel, the second rule implies
that their cross product is zero.
Finally, the cross product give rise to the “right hand rule,” which allows you to
easily determine the direction of the resulting vector. For the general expression A × B
= C, point your thumb in the direction of A. Now point your index finger in the direction
of B; if necessary, flip over your hand. The vector C points outward from your palm.
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The following discussion summarizes the four different cases for acceleration in a
plane:
• Case 1: Zero acceleration
• Case 2: Acceleration due to changing direction but not speed
• Case 3: Acceleration due to changing speed but not direction
• Case 4: Acceleration due to changing both speed and direction.
Figure 7. (a) Path of a ball on a table (b) Acceleration between points 3 and 4
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PROJECTILE MOTION
Anyone who has observed a tossed object—for example, a baseball in flight—
has observed projectile motion. To analyze this common type of motion, three basic
assumptions are made:
• Acceleration due to gravity is constant and directed downward
• The effect of air resistance is negligible
• The surface of the earth is a stationary plane (that is, the curvature of the
earth's surface and the rotation of the earth are negligible).
To analyze the motion, separate the two‐dimensional motion into vertical and
horizontal components. Vertically, the object undergoes constant acceleration due to
gravity. Horizontally, the object experiences no acceleration and, therefore, maintains
a constant velocity. This velocity is illustrated in Figure where the velocity components
change in the y direction; however, they are all of the same length in the x direction
(constant). Note that the velocity vector changes with time due to the fact that the
vertical component is changing.
In this example, the particle leaves the origin with an initial velocity (V0), up at
an angle of θ o. The original x and y components of the velocity are given by Vx0 = Vo
and Vy0 = v o sin θ o.
With the motions separated into components, the quantities in the x and y
directions can be analyzed with the one‐dimensional motion equations subscripted for
each direction: for the horizontal direction, Vx = Vx0 and X = Vx0 t; for vertical direction,
1
Vy = Vy0 − Gt and y = Vy0 − (2) gt2, where x and y represent distances in the horizontal
and vertical directions, respectively, and the acceleration due to gravity (g) is 9.8 m/s2.
(The negative sign is already incorporated into the equations.) If the object is fired down
at an angle, the y component of the initial velocity is negative. The speed of the
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projectile at any instant can be calculated from the components at that time from the
Pythagorean theorem, and the direction can be found from the inverse tangent on the
ratios of the components:
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UNIFORM CIRCULAR MOTION
For uniform motion of an object in a horizontal circle of radius (R), the constant
speed is given by v = 2π R/ T, which is the distance of one revolution divided by the
time for one revolution. The time for one revolution (T) is defined as period. During one
rotation, the head of the velocity vector traces a circle of circumference 2π v in one
period; thus, the magnitude of the acceleration is a = 2π v/ T. Combine these two
equations to obtain two additional relationships in other variables: a = v 2/ R and a =
(4π2/ T2) R.
The displacement vector is directed out from the center of the circle of motion.
The velocity vector is tangent to the path. The acceleration vector directed to the center
of the circle is called centripetal acceleration. Figure shows the displacement, velocity,
and acceleration vectors at different positions as the mass travels in a circle on a
frictionless horizontal plane.
References:
▪ https://courses.lumenlearning.com/boundlessphysics/chapter/basics-of-
kinematics/
▪ https://www.physicsclassroom.com/class/1DKin/Lesson1/Introduction
• https://www.youtube.com/watch?v=-4pV1HibhlU&feature=youtu.be
Scalars and Vectors
• https://www.youtube.com/watch?v=EUrMI0DIh40&feature=youtu.be
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