Physics

Chapter 4 Motion in Two and Three Dimensions

Imron Rosyadi

Chapter 4: Motion in Two and Three Dimensions

Overview

  • 4.1 Displacement and Velocity Vectors
  • 4.2 Acceleration Vector
  • 4.3 Projectile Motion
  • 4.4 Uniform and Nonuniform Circular Motion
  • 4.5 Relative Motion in One and Two Dimensions

4.1 Displacement and Velocity Vectors

Learning Objectives

By the end of this section, you will be able to:

  • Calculate position vectors in a multidimensional displacement problem.
  • Solve for the displacement in two or three dimensions.
  • Calculate the velocity vector given the position vector as a function of time.
  • Calculate the average velocity in multiple dimensions.

Displacement Vector

Coordinate System

To describe motion in 2D or 3D, we use a coordinate system. A particle at point \(P(x, y, z)\) has coordinates that are functions of time \(t\):

\[ x = x(t) \\ y = y(t) \\ z = z(t) \]

The position vector \(\vec{r}(t)\) from the origin to point \(P\) is:

\[ \vec{r}(t) = x(t)\hat{i} + y(t)\hat{j} + z(t)\hat{k} \]

Position Vector Visualization

Figure 4.2: A three-dimensional coordinate system with a particle at position \(P(x(t), y(t), z(t))\).

Displacement Vector

If a particle is at \(P_1\) with position vector \(\vec{r}(t_1)\) at time \(t_1\), and then at \(P_2\) with position vector \(\vec{r}(t_2)\) at a later time \(t_2\). The displacement vector \(\Delta\vec{r}\) is:

\[ \Delta\vec{r} = \vec{r}(t_2) - \vec{r}(t_1) \]

Note

This is the same concept as 1D displacement, but now we’re subtracting vectors.

Displacement Vector Visualization

Figure 4.3: The displacement \(\Delta\vec{r} = \vec{r}(t_2) - \vec{r}(t_1)\) is the vector from \(P_1\) to \(P_2\).

Example: Polar Orbiting Satellite

A satellite orbits Earth at 400 km altitude. Find the displacement from directly over the North Pole to \(-45^\circ\) latitude.

Given:

  • Altitude: \(400 \, \text{km}\)
  • Earth’s radius: \(R_E = 6370 \, \text{km}\)

Total radius of orbit: \(R = R_E + \text{altitude} = 6370 + 400 = 6770 \, \text{km}\).

Figure 4.4: Position vectors from Earth’s center. Y-axis is North, X-axis is East.

Example: Polar Orbiting Satellite (Solution)

Solution

Initial position (North Pole):
\(\vec{r}(t_1) = 6770 \, \text{km} \, \hat{j}\)

Final position (\(-45^\circ\) latitude):
\(\vec{r}(t_2) = 6770 \, \text{km} \, (\cos(-45^\circ)\hat{i} + \sin(-45^\circ)\hat{j})\)
\(\vec{r}(t_2) = 4787 \, \text{km} \, \hat{i} - 4787 \, \text{km} \, \hat{j}\)

Displacement vector:
\(\Delta\vec{r} = \vec{r}(t_2) - \vec{r}(t_1)\)
\(\Delta\vec{r} = (4787 \, \text{km} \, \hat{i} - 4787 \, \text{km} \, \hat{j}) - (6770 \, \text{km} \, \hat{j})\)
\(\Delta\vec{r} = 4787 \, \text{km} \, \hat{i} - 11557 \, \text{km} \, \hat{j}\)

Magnitude: \(|\Delta\vec{r}| = \sqrt{(4787)^2 + (-11557)^2} \approx 12509 \, \text{km}\)
Direction: \(\theta = \tan^{-1}\left(\frac{-11557}{4787}\right) \approx -67.5^\circ\) (south of east)

Significance of Displacement

Figure 4.5: Displacement vector with components, angle, and magnitude.

Tip

The displacement vector represents the shortest path between two points. Any actual path taken will be longer or equal to the magnitude of the displacement.

Velocity Vector

Instantaneous Velocity

The instantaneous velocity vector \(\vec{v}(t)\) is the derivative of the position function with respect to time:

\[ \vec{v}(t) = \lim_{\Delta t \to 0} \frac{\vec{r}(t+\Delta t) - \vec{r}(t)}{\Delta t} = \frac{d\vec{r}}{dt} \]

The velocity vector is always tangent to the particle’s path.

Velocity Vector Direction

Figure 4.7: As \(\Delta t\) approaches zero, the velocity vector becomes tangent to the path.

Velocity Vector Components

Since \(\vec{r}(t) = x(t)\hat{i} + y(t)\hat{j} + z(t)\hat{k}\), we can write the velocity vector in terms of its components:

\[ \vec{v}(t) = v_x(t)\hat{i} + v_y(t)\hat{j} + v_z(t)\hat{k} \]

where

\[ v_x(t) = \frac{dx(t)}{dt} \\ v_y(t) = \frac{dy(t)}{dt} \\ v_z(t) = \frac{dz(t)}{dt} \]

Average Velocity

The average velocity vector \(\vec{v}_{avg}\) for two and three dimensions is:

\[ \vec{v}_{avg} = \frac{\vec{r}(t_2) - \vec{r}(t_1)}{t_2 - t_1} \]

Example: Calculating the Velocity Vector

A particle’s position function is \(\vec{r}(t) = 2.0t^2\hat{i} + (2.0+3.0t)\hat{j} + 5.0t\hat{k} \, \text{m}\).

  1. What is the instantaneous velocity and speed at \(t = 2.0 \, \text{s}\)?
  2. What is the average velocity between \(1.0 \, \text{s}\) and \(3.0 \, \text{s}\)?

Example: Calculating the Velocity Vector (Solution)

Solution (a)

Instantaneous velocity function: \(\vec{v}(t) = \frac{d\vec{r}(t)}{dt} = 4.0t\hat{i} + 3.0\hat{j} + 5.0\hat{k} \, \text{m/s}\)

At \(t = 2.0 \, \text{s}\):
\(\vec{v}(2.0 \, \text{s}) = 4.0(2.0)\hat{i} + 3.0\hat{j} + 5.0\hat{k} = 8.0\hat{i} + 3.0\hat{j} + 5.0\hat{k} \, \text{m/s}\)

Speed (magnitude of instantaneous velocity):
\(|\vec{v}(2.0 \, \text{s})| = \sqrt{(8.0)^2 + (3.0)^2 + (5.0)^2} = \sqrt{64 + 9 + 25} = \sqrt{98} \approx 9.9 \, \text{m/s}\)

Example: Calculating the Velocity Vector (Solution)

Solution (b)

Position at \(t_1 = 1.0 \, \text{s}\):
\(\vec{r}(1.0 \, \text{s}) = 2.0(1.0)^2\hat{i} + (2.0+3.0(1.0))\hat{j} + 5.0(1.0)\hat{k} = 2.0\hat{i} + 5.0\hat{j} + 5.0\hat{k} \, \text{m}\)

Position at \(t_2 = 3.0 \, \text{s}\):
\(\vec{r}(3.0 \, \text{s}) = 2.0(3.0)^2\hat{i} + (2.0+3.0(3.0))\hat{j} + 5.0(3.0)\hat{k} = 18.0\hat{i} + 11.0\hat{j} + 15.0\hat{k} \, \text{m}\)

Average velocity:
\(\vec{v}_{avg} = \frac{\vec{r}(3.0 \, \text{s}) - \vec{r}(1.0 \, \text{s})}{3.0 \, \text{s} - 1.0 \, \text{s}}\)
\(\vec{v}_{avg} = \frac{(18.0\hat{i} + 11.0\hat{j} + 15.0\hat{k}) - (2.0\hat{i} + 5.0\hat{j} + 5.0\hat{k})}{2.0 \, \text{s}}\)
\(\vec{v}_{avg} = \frac{16.0\hat{i} + 6.0\hat{j} + 10.0\hat{k}}{2.0} = 8.0\hat{i} + 3.0\hat{j} + 5.0\hat{k} \, \text{m/s}\)

Note

In this specific case, the average velocity equals the instantaneous velocity at \(t = 2.0 \, \text{s}\) because the velocity function is linear. This is generally not the case.

Independence of Perpendicular Motions

Key Concept:
The motion of an object in two or three dimensions can be divided into separate, independent motions along the perpendicular axes of the coordinate system.

  • Motion along the \(x\)-direction does not affect motion along the \(y\) or \(z\) directions.
  • This simplifies complex 2D/3D problems into multiple 1D problems.

Independence of Perpendicular Motions (Visual)

Figure 4.8: Two identical balls: one falls from rest, the other thrown horizontally.

  • Vertical motion: Identical for both balls, influenced only by gravity.
  • Horizontal motion: Constant velocity for the thrown ball (assuming no air resistance).

4.2 Acceleration Vector

Learning Objectives

By the end of this section, you will be able to:

  • Calculate the acceleration vector given the velocity function.
  • Describe motion with constant acceleration in three dimensions.
  • Use 1D motion equations along perpendicular axes for 2D/3D problems with constant acceleration.
  • Express acceleration in unit vector notation.

Instantaneous Acceleration

The instantaneous acceleration vector \(\vec{a}(t)\) is the derivative of the velocity function with respect to time:

\[ \vec{a}(t) = \lim_{\Delta t \to 0} \frac{\vec{v}(t+\Delta t) - \vec{v}(t)}{\Delta t} = \frac{d\vec{v}(t)}{dt} \]

In terms of components:

\[ \vec{a}(t) = \frac{dv_x(t)}{dt}\hat{i} + \frac{dv_y(t)}{dt}\hat{j} + \frac{dv_z(t)}{dt}\hat{k} \]

Also, as the second derivative of the position function:

\[ \vec{a}(t) = \frac{d^2x(t)}{dt^2}\hat{i} + \frac{d^2y(t)}{dt^2}\hat{j} + \frac{d^2z(t)}{dt^2}\hat{k} \]

Example: Finding an Acceleration Vector

A particle has a velocity of \(\vec{v}(t) = 5.0t\hat{i} + t^2\hat{j} - 2.0t^3\hat{k} \, \text{m/s}\).

  1. What is the acceleration function?
  2. What is the acceleration vector at \(t = 2.0 \, \text{s}\)? Find its magnitude and direction.

Example: Finding an Acceleration Vector (Solution)

Solution (a)

Acceleration function:
\(\vec{a}(t) = \frac{d\vec{v}(t)}{dt} = \frac{d}{dt}(5.0t)\hat{i} + \frac{d}{dt}(t^2)\hat{j} - \frac{d}{dt}(2.0t^3)\hat{k}\)
\(\vec{a}(t) = 5.0\hat{i} + 2.0t\hat{j} - 6.0t^2\hat{k} \, \text{m/s}^2\)

Solution (b)

At \(t = 2.0 \, \text{s}\):
\(\vec{a}(2.0 \, \text{s}) = 5.0\hat{i} + 2.0(2.0)\hat{j} - 6.0(2.0)^2\hat{k}\)
\(\vec{a}(2.0 \, \text{s}) = 5.0\hat{i} + 4.0\hat{j} - 24.0\hat{k} \, \text{m/s}^2\)

Magnitude:
\(|\vec{a}(2.0 \, \text{s})| = \sqrt{(5.0)^2 + (4.0)^2 + (-24.0)^2} = \sqrt{25 + 16 + 576} = \sqrt{617} \approx 24.8 \, \text{m/s}^2\)

Direction: (difficult to express simply in 3D without specific angles) The vector \(5.0\hat{i} + 4.0\hat{j} - 24.0\hat{k}\) gives the direction.

Constant Acceleration

For multidimensional motion with constant acceleration, we can treat each dimension independently.

In 2D (xy-plane), constant acceleration \(\vec{a} = a_x\hat{i} + a_y\hat{j}\) means \(a_x\) and \(a_y\) are constants.

Kinematic equations for \(x\)-direction:

\[ x(t) = x_0 + (v_x)_{avg}t \\ v_x(t) = v_{0x} + a_xt \\ x(t) = x_0 + v_{0x}t + \frac{1}{2}a_xt^2 \\ v_x^2(t) = v_{0x}^2 + 2a_x(x - x_0) \]

Kinematic equations for \(y\)-direction:

\[ y(t) = y_0 + (v_y)_{avg}t \\ v_y(t) = v_{0y} + a_yt \\ y(t) = y_0 + v_{0y}t + \frac{1}{2}a_yt^2 \\ v_y^2(t) = v_{0y}^2 + 2a_y(y - y_0) \]

The position and velocity vectors are then:
\(\vec{r}(t) = x(t)\hat{i} + y(t)\hat{j}\)
\(\vec{v}(t) = v_x(t)\hat{i} + v_y(t)\hat{j}\)

Example: A Skier

A skier moves with an acceleration of \(2.1 \, \text{m/s}^2\) down a \(15^\circ\) slope at \(t=0\). Origin at the lodge front, initial position and velocity:
\(\vec{r}(0) = (75.0\hat{i} - 50.0\hat{j}) \, \text{m}\)
\(\vec{v}(0) = (4.1\hat{i} - 1.1\hat{j}) \, \text{m/s}\)

  1. What are the \(x\)- and \(y\)-components of the skier’s position and velocity as functions of time?
  2. What are her position and velocity at \(t = 10.0 \, \text{s}\)?

Figure 4.10: Skier on a slope.

Example: A Skier (Solution Part a)

Solution (a)

Acceleration components:
The acceleration is \(2.1 \, \text{m/s}^2\) down the \(15^\circ\) slope.
\(a_x = (2.1 \, \text{m/s}^2)\cos(15^\circ) \approx 2.0 \, \text{m/s}^2\)
\(a_y = -(2.1 \, \text{m/s}^2)\sin(15^\circ) \approx -0.54 \, \text{m/s}^2\)

Initial conditions:
\(x_0 = 75.0 \, \text{m}\), \(v_{0x} = 4.1 \, \text{m/s}\)
\(y_0 = -50.0 \, \text{m}\), \(v_{0y} = -1.1 \, \text{m/s}\)

Position and velocity as functions of time:

\(x(t) = x_0 + v_{0x}t + \frac{1}{2}a_xt^2 = 75.0 + 4.1t + \frac{1}{2}(2.0)t^2 = 75.0 + 4.1t + 1.0t^2\)
\(v_x(t) = v_{0x} + a_xt = 4.1 + 2.0t\)

\(y(t) = y_0 + v_{0y}t + \frac{1}{2}a_yt^2 = -50.0 - 1.1t + \frac{1}{2}(-0.54)t^2 = -50.0 - 1.1t - 0.27t^2\)
\(v_y(t) = v_{0y} + a_yt = -1.1 - 0.54t\)

Example: A Skier (Solution Part b)

Solution (b)

At \(t = 10.0 \, \text{s}\):

\(x(10.0 \, \text{s}) = 75.0 + 4.1(10.0) + 1.0(10.0)^2 = 75.0 + 41.0 + 100.0 = 216.0 \, \text{m}\)
\(v_x(10.0 \, \text{s}) = 4.1 + 2.0(10.0) = 4.1 + 20.0 = 24.1 \, \text{m/s}\)

\(y(10.0 \, \text{s}) = -50.0 - 1.1(10.0) - 0.27(10.0)^2 = -50.0 - 11.0 - 27.0 = -88.0 \, \text{m}\)
\(v_y(10.0 \, \text{s}) = -1.1 - 0.54(10.0) = -1.1 - 5.4 = -6.5 \, \text{m/s}\)

Position vector:
\(\vec{r}(10.0 \, \text{s}) = (216.0\hat{i} - 88.0\hat{j}) \, \text{m}\)

Velocity vector:
\(\vec{v}(10.0 \, \text{s}) = (24.1\hat{i} - 6.5\hat{j}) \, \text{m/s}\)

Magnitude of velocity:
\(|\vec{v}(10.0 \, \text{s})| = \sqrt{(24.1)^2 + (-6.5)^2} \approx 25.0 \, \text{m/s}\)

4.3 Projectile Motion

Learning Objectives

By the end of this section, you will be able to:

  • Use 1D motion in perpendicular directions to analyze projectile motion.
  • Calculate range, time of flight, and maximum height for projectiles on flat ground.
  • Find time of flight and impact velocity for projectiles landing at different heights.
  • Calculate the trajectory of a projectile.

Projectile Motion Defined

Projectile motion is the motion of an object thrown or projected into the air, subject only to acceleration as a result of gravity.

  • Objects are called projectiles.
  • Their path is called a trajectory.
  • Crucial fact: Motions along perpendicular axes are independent.
    • Horizontal motion (\(x\)-axis): \(a_x = 0\)
    • Vertical motion (\(y\)-axis): \(a_y = -g = -9.8 \, \text{m/s}^2\) (if upward is positive)

Projectile Displacement (Visual)

Figure 4.11: Total displacement \(\vec{s}\) of a soccer ball, with horizontal (\(\vec{x}\)) and vertical (\(\vec{y}\)) components.

Kinematic Equations for Projectile Motion

Using \(a_x = 0\) and \(a_y = -g\):

Horizontal Motion

\[ v_{0x} = v_x \\ x = x_0 + v_xt \]

Vertical Motion

\[ v_y = v_{0y} - gt \\ y = y_0 + v_{0y}t - \frac{1}{2}gt^2 \\ v_y^2 = v_{0y}^2 - 2g(y - y_0) \]

Problem-Solving Strategy: Projectile Motion

  1. Resolve motion into components: Separate initial velocity \(\vec{v}_0\) into \(v_{0x} = v_0\cos\theta_0\) and \(v_{0y} = v_0\sin\theta_0\).
  2. Treat as independent 1D motions: Apply appropriate kinematic equations for horizontal (\(a_x=0\)) and vertical (\(a_y=-g\)) motion.
  3. Solve for unknowns: Time \(t\) is the only common variable between horizontal and vertical motions. Solve for \(t\) first if possible.
  4. Recombine components: If needed, find total displacement \(\vec{s}\) and velocity \(\vec{v}\) using: \(s = \sqrt{x^2+y^2}\), \(\Phi = \tan^{-1}(y/x)\) \(v = \sqrt{v_x^2+v_y^2}\), \(\theta_v = \tan^{-1}(v_y/v_x)\)

Projectile Motion Components (Visual)

Figure 4.12: (a) Trajectory; (b) Constant horizontal velocity; (c) Vertical motion under gravity; (d) Total velocity vector.

Example: A Fireworks Projectile

A fireworks shell is launched at \(v_0 = 70.0 \, \text{m/s}\) at \(\theta_0 = 75.0^\circ\) above horizontal. The fuse ignites it at its highest point.

  1. Calculate the height at which the shell explodes.
  2. How much time passes until the explosion?
  3. What is the horizontal displacement when it explodes?
  4. What is the total displacement from launch to the highest point?

Figure 4.13: Trajectory of a fireworks shell.

Example: Fireworks Projectile (Solution a & b)

Solution (a): Maximum Height (\(h\))

At the highest point (apex), \(v_y = 0\). Using \(v_y^2 = v_{0y}^2 - 2g(y - y_0)\):
\(0^2 = v_{0y}^2 - 2g(h - 0) \implies h = \frac{v_{0y}^2}{2g}\)

Initial vertical velocity:
\(v_{0y} = v_0\sin\theta_0 = (70.0 \, \text{m/s})\sin(75.0^\circ) \approx 67.6 \, \text{m/s}\)

Maximum height:
\(h = \frac{(67.6 \, \text{m/s})^2}{2(9.80 \, \text{m/s}^2)} \approx 233 \, \text{m}\)

Solution (b): Time to Explosion (\(t\))

At the apex, \(v_y = 0\). Using \(v_y = v_{0y} - gt\):
\(0 = v_{0y} - gt \implies t = \frac{v_{0y}}{g}\)
\(t = \frac{67.6 \, \text{m/s}}{9.80 \, \text{m/s}^2} \approx 6.90 \, \text{s}\)

Example: Fireworks Projectile (Solution c & d)

Solution (c): Horizontal Displacement (\(x\))

Horizontal velocity is constant:
\(v_x = v_0\cos\theta_0 = (70.0 \, \text{m/s})\cos(75.0^\circ) \approx 18.1 \, \text{m/s}\)

Horizontal displacement at time \(t\) from (b):
\(x = x_0 + v_xt = 0 + (18.1 \, \text{m/s})(6.90 \, \text{s}) \approx 125 \, \text{m}\)

Solution (d): Total Displacement (\(\vec{s}\))

Displacement vector:
\(\vec{s} = x\hat{i} + y\hat{j} = (125\hat{i} + 233\hat{j}) \, \text{m}\)

Magnitude:
\(|\vec{s}| = \sqrt{(125)^2 + (233)^2} \approx 264 \, \text{m}\)

Direction:
\(\Phi = \tan^{-1}\left(\frac{233}{125}\right) \approx 61.8^\circ\) above horizontal.

Time of Flight, Trajectory, and Range (Level Ground)

For a projectile launched and impacting on a flat horizontal surface (\(y=y_0=0\)):

Time of Flight (\(T_{tof}\))

Setting \(y-y_0 = 0\) in \(y - y_0 = v_{0y}t - \frac{1}{2}gt^2\):
\(0 = (v_0\sin\theta_0)t - \frac{1}{2}gt^2\)
\(t(v_0\sin\theta_0 - \frac{1}{2}gt) = 0\)
Two solutions: \(t=0\) (launch) and \(T_{tof} = \frac{2v_0\sin\theta_0}{g}\)

Trajectory Equation (\(y(x)\))

Eliminate \(t\) from \(x = v_{0x}t\) and \(y = v_{0y}t - \frac{1}{2}gt^2\):
\(t = \frac{x}{v_0\cos\theta_0}\)
\(y = (v_0\sin\theta_0)\left(\frac{x}{v_0\cos\theta_0}\right) - \frac{1}{2}g\left(\frac{x}{v_0\cos\theta_0}\right)^2\)
\(y = (\tan\theta_0)x - \left[\frac{g}{2(v_0\cos\theta_0)^2}\right]x^2\) (equation of a parabola)

Time of Flight, Trajectory, and Range (Level Ground)

Range (\(R\))

The horizontal distance traveled when \(y=0\) (at impact):
Setting \(y=0\) in the trajectory equation gives \(x=0\) (launch) and:
\(0 = (\tan\theta_0)R - \left[\frac{g}{2(v_0\cos\theta_0)^2}\right]R^2\)
\(R = \frac{2v_0^2\sin\theta_0\cos\theta_0}{g}\)
Using trigonometric identity \(2\sin\theta\cos\theta = \sin(2\theta)\):
\(R = \frac{v_0^2\sin(2\theta_0)}{g}\)

Important

The maximum range occurs when \(\sin(2\theta_0) = 1\), which means \(2\theta_0 = 90^\circ\), so \(\theta_0 = 45^\circ\).

Projectile Trajectories on Level Ground (Visual)

Figure 4.15: (a) Greater initial speed \(\vec{v}_0\) gives greater range. (b) Range is max at \(45^\circ\). Complementary angles give same range.

4.4 Uniform and Nonuniform Circular Motion

Learning Objectives

By the end of this section, you will be able to:

  • Solve for the centripetal acceleration of an object in a circular path.
  • Use circular motion equations to find position, velocity, and acceleration.
  • Explain differences between centripetal and tangential acceleration.
  • Evaluate total acceleration in nonuniform circular motion.

Centripetal Acceleration

Even at constant speed, motion along a curved path (like a circle) requires acceleration because the velocity vector’s direction changes.

The magnitude of this acceleration is:

\[ a_c = \frac{v^2}{r} \]

  • \(v\) is the speed of the object.
  • \(r\) is the radius of the circular path.
  • Its direction is always towards the center of the circle (radial direction).
  • This is called centripetal acceleration (“center seeking”).

Centripetal Acceleration (Visual)

Figure 4.19: The centripetal acceleration vector \(\vec{a}_c\) points toward the center, perpendicular to the velocity vector \(\vec{v}\).

Equations of Motion for Uniform Circular Motion

For a particle moving counterclockwise in a circle of radius \(A\):

Position vector: \(\vec{r}(t) = A\cos(\omega t)\hat{i} + A\sin(\omega t)\hat{j}\)

  • \(\omega\) is the angular frequency (radians/second).
  • \(\omega = \frac{2\pi}{T}\), where \(T\) is the period.

Velocity vector:
\(\vec{v}(t) = \frac{d\vec{r}(t)}{dt} = -A\omega\sin(\omega t)\hat{i} + A\omega\cos(\omega t)\hat{j}\)
Magnitude of velocity (speed): \(v = |\vec{v}(t)| = A\omega\)

Acceleration vector:
\(\vec{a}(t) = \frac{d\vec{v}(t)}{dt} = -A\omega^2\cos(\omega t)\hat{i} - A\omega^2\sin(\omega t)\hat{j}\)
Notice \(\vec{a}(t) = -\omega^2\vec{r}(t)\)

Magnitude of acceleration: \(a_c = |\vec{a}(t)| = A\omega^2 = \frac{v^2}{A}\)

Nonuniform Circular Motion

If the speed of the particle changes while it moves in a circle, there is an additional acceleration component: tangential acceleration.

  • Tangential acceleration (\(a_T\)): The time rate of change of the magnitude of the velocity (speed). \[ a_T = \frac{d|\vec{v}|}{dt} \] Direction is tangent to the circle, in the direction of motion (speeding up) or opposite (slowing down).

  • Centripetal acceleration (\(a_c\)): Still \(a_c = \frac{v^2}{r}\), pointing radially inward.

The total acceleration \(\vec{a}\) is the vector sum of centripetal and tangential accelerations:

\[ \vec{a} = \vec{a}_c + \vec{a}_T \]

Since \(\vec{a}_c\) and \(\vec{a}_T\) are perpendicular, the magnitude of the total acceleration is: \(|\vec{a}| = \sqrt{a_c^2 + a_T^2}\)

Nonuniform Circular Motion (Visual)

Figure 4.22: The centripetal acceleration (\(\vec{a}_c\)) is radial, tangential acceleration (\(\vec{a}_T\)) is tangential. Total acceleration (\(\vec{a}\)) is their vector sum.

4.5 Relative Motion in One and Two Dimensions

Learning Objectives

By the end of this section, you will be able to:

  • Explain the concept of reference frames.
  • Write position and velocity vector equations for relative motion.
  • Draw position and velocity vectors for relative motion.
  • Analyze 1D and 2D relative motion problems.

Reference Frames

All motion is described relative to a reference frame.

  • When we say a velocity, we implicitly mean velocity with respect to a specific reference frame (e.g., Earth).
  • To analyze relative motion, we must define the reference frames involved.

Example: A person walks on a moving train. - Velocity of person relative to the train (\(\vec{v}_{PT}\)) - Velocity of train relative to Earth (\(\vec{v}_{TE}\)) - Velocity of person relative to Earth (\(\vec{v}_{PE}\))

Relative Velocity in One Dimension

For a particle \(P\) and two reference frames \(S\) and \(S'\):

Position of \(P\) relative to \(S\): \(\vec{r}_{PS}\)
Position of \(P\) relative to \(S'\): \(\vec{r}_{PS'}\)
Position of \(S'\) relative to \(S\): \(\vec{r}_{S'S}\)

From vector addition (as seen in Figure 4.26, which is omitted for brevity but conceptually links the origins):

\[ \vec{r}_{PS} = \vec{r}_{PS'} + \vec{r}_{S'S} \]

Taking the time derivative, we get the relative velocity equation:

\[ \vec{v}_{PS} = \vec{v}_{PS'} + \vec{v}_{S'S} \]

  • The velocity of particle \(P\) relative to frame \(S\) equals its velocity relative to frame \(S'\) plus the velocity of frame \(S'\) relative to frame \(S\).
  • Subscript rule: The inner subscripts match (\(\text{S'}\) and \(\text{S'}\)), and the outer subscripts form the left-hand side (\(\text{P}\) and \(\text{S}\)).

Relative Velocity Subscript Rule (Visual)

Figure 4.24: Subscript ordering for relative velocity vector equation.

Relative Acceleration

Differentiating the relative velocity equation gives the relative acceleration equation:

\[ \vec{a}_{PS} = \vec{a}_{PS'} + \vec{a}_{S'S} \]

If the relative velocity between the two reference frames (\(S'\) and \(S\)) is constant (\(\vec{v}_{S'S} = \text{constant}\)), then \(\vec{a}_{S'S} = 0\).

In this case:

\[ \vec{a}_{PS} = \vec{a}_{PS'} \]

  • The acceleration of a particle is the same as measured by two observers moving at a constant velocity relative to each other.

Example: Motion of a Car Relative to a Truck

A truck is traveling south at \(70 \, \text{km/h}\) toward an intersection.
A car is traveling east at \(80 \, \text{km/h}\) toward the intersection.
What is the velocity of the car relative to the truck?

Figure 4.27: Car and truck approaching an intersection.

Example: Car Relative to Truck (Solution)

Strategy

  1. Define Earth as the common reference frame (E).
  2. Write velocities of car (C) and truck (T) with respect to Earth.
  3. Use relative velocity equation: \(\vec{v}_{CT} = \vec{v}_{CE} + \vec{v}_{ET}\).

Solution

  • Velocity of car with respect to Earth: \(\vec{v}_{CE} = 80 \, \text{km/h} \, \hat{i}\) (east)
  • Velocity of truck with respect to Earth: \(\vec{v}_{TE} = -70 \, \text{km/h} \, \hat{j}\) (south)

We need \(\vec{v}_{ET}\), which is the negative of \(\vec{v}_{TE}\):
\(\vec{v}_{ET} = -\vec{v}_{TE} = 70 \, \text{km/h} \, \hat{j}\) (north)

Now, apply the relative velocity equation:
\(\vec{v}_{CT} = \vec{v}_{CE} + \vec{v}_{ET} = (80 \, \text{km/h})\hat{i} + (70 \, \text{km/h})\hat{j}\)

Magnitude:
\(|\vec{v}_{CT}| = \sqrt{(80)^2 + (70)^2} = \sqrt{6400 + 4900} = \sqrt{11300} \approx 106 \, \text{km/h}\)

Direction:
\(\theta = \tan^{-1}\left(\frac{70}{80}\right) \approx 41.2^\circ\) north of east.

Example: Car Relative to Truck (Visual)

Figure 4.28: Vector diagram for \(\vec{v}_{CT} = \vec{v}_{CE} + \vec{v}_{ET}\).

Key Takeaways

Displacement and Velocity

  • Position Vector: \(\vec{r}(t) = x(t)\hat{i} + y(t)\hat{j} + z(t)\hat{k}\)
  • Displacement Vector: \(\Delta\vec{r} = \vec{r}(t_2) - \vec{r}(t_1)\) (shortest path from initial to final position)
  • Instantaneous Velocity: \(\vec{v}(t) = \frac{d\vec{r}}{dt}\) (tangent to path)
  • Average Velocity: \(\vec{v}_{avg} = \frac{\Delta\vec{r}}{\Delta t}\)
  • Independence of Motion: Motions along perpendicular axes are independent.

Key Takeaways

Acceleration

  • Instantaneous Acceleration: \(\vec{a}(t) = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2}\)
  • Constant Acceleration: Kinematic equations apply independently to each component.

Key Takeaways

Projectile Motion (negligible air resistance, constant \(g\))

  • Horizontal: \(a_x = 0\), \(v_x = \text{constant}\)
  • Vertical: \(a_y = -g\)
  • Max Height (level ground): \(h = \frac{v_{0y}^2}{2g}\)
  • Time of Flight (level ground): \(T_{tof} = \frac{2v_0\sin\theta_0}{g}\)
  • Range (level ground): \(R = \frac{v_0^2\sin(2\theta_0)}{g}\) (max at \(\theta_0 = 45^\circ\))
  • Trajectory: Parabolic path \(y = (\tan\theta_0)x - \left[\frac{g}{2(v_0\cos\theta_0)^2}\right]x^2\)

Key Takeaways

Circular Motion

  • Centripetal Acceleration: \(a_c = \frac{v^2}{r}\) (always directed towards center, due to change in direction of velocity)
  • Nonuniform Circular Motion: Total acceleration \(\vec{a} = \vec{a}_c + \vec{a}_T\)
    • Tangential Acceleration: \(a_T = \frac{d|\vec{v}|}{dt}\) (due to change in speed, tangent to path)

Key Takeaways

Relative Motion

  • Relative Velocity: \(\vec{v}_{PS} = \vec{v}_{PS'} + \vec{v}_{S'S}\) (velocity of P relative to S is P relative to S’ plus S’ relative to S)
  • Relative Acceleration: If frames move at constant velocity, accelerations are the same: \(\vec{a}_{PS} = \vec{a}_{PS'}\)

Key Equations

Equation Description
\(\vec{r}(t) = x(t)\hat{i} + y(t)\hat{j} + z(t)\hat{k}\) Position vector
\(\Delta\vec{r} = \vec{r}(t_2) - \vec{r}(t_1)\) Displacement avector
\(\vec{v}(t) = \frac{d\vec{r}}{dt}\) Instantaneous velocity
\(\vec{a}(t) = \frac{d\vec{v}}{dt}\) Instantaneous acceleration
\(v_x(t) = v_{0x} + a_xt\) , \(x(t) = x_0 + v_{0x}t + \frac{1}{2}a_xt^2\) 1D kinematic equations (for each component)
\(T_{tof} = \frac{2v_0\sin\theta_0}{g}\) Time of flight (level ground)
\(h = \frac{v_{0y}^2}{2g}\) Maximum height (level ground)
\(R = \frac{v_0^2\sin(2\theta_0)}{g}\) Range (level ground)
\(a_c = \frac{v^2}{r}\) Centripetal acceleration (magnitude)
\(a_T = \frac{d|\vec{v}|}{dt}\) Tangential acceleration (magnitude)
\(\vec{a} = \vec{a}_c + \vec{a}_T\) Total acceleration (nonuniform circular motion)
\(\vec{v}_{PS} = \vec{v}_{PS'} + \vec{v}_{S'S}\) Relative velocity between frames

Key Terms

Term Definition
Displacement Vector The straight-line vector from an object’s initial position to its final position.
Position Vector A vector from the origin of a coordinate system to an object’s location.
Velocity Vector The vector quantity that describes an object’s speed and direction of motion.
Acceleration Vector The vector quantity that describes the rate of change of an object’s velocity.
Projectile Motion Motion of an object thrown into the air, subject only to gravity (negligible air resistance).
Trajectory The path followed by a projectile.
Range The horizontal distance traveled by a projectile launched and impacting on level ground.
Time of Flight The total time a projectile is in the air.
Uniform Circular Motion Motion in a circular path at a constant speed.
Centripetal Acceleration The acceleration of an object moving in a circle, always directed toward the center of the circle.
Nonuniform Circular Motion Motion in a circular path where the speed is changing.
Tangential Acceleration The component of acceleration tangent to a circular path, indicating a change in the object’s speed.
Reference Frame A coordinate system from which physical observations and measurements are made.
Relative Velocity The velocity of an object as observed from a particular reference frame.