College Physics II – Mechanics, Sound, Oscillations, and Waves

🌊College Physics II – Mechanics, Sound, Oscillations, and Waves Unit 4 – Motion in 2D and 3D

Motion in 2D and 3D expands our understanding of physics beyond simple linear motion. We explore vectors, kinematics, and forces in multiple dimensions, applying these concepts to projectile motion, circular motion, and rotational dynamics. This unit builds on fundamental principles to analyze complex real-world scenarios. From sports to planetary orbits, we learn to break down multidimensional problems, use vector analysis, and apply Newton's laws in various contexts.

Key Concepts and Definitions

  • Vectors represent physical quantities with both magnitude and direction, while scalars only have magnitude
  • Displacement is the change in position of an object, a vector quantity
  • Velocity is the rate of change of displacement with respect to time, also a vector quantity
  • Acceleration is the rate of change of velocity with respect to time, another vector quantity
  • Projectile motion is the motion of an object launched at an angle to the horizontal, subject only to the force of gravity
  • Circular motion is the motion of an object along a circular path at a constant speed
    • Involves centripetal acceleration, which is always directed towards the center of the circle
  • Rotational motion is the motion of an object around a fixed axis, characterized by angular displacement, velocity, and acceleration

Vector Analysis in Multiple Dimensions

  • Vectors in 2D and 3D can be represented using Cartesian coordinates (x, y) and (x, y, z) respectively
  • Vector addition and subtraction in multiple dimensions follow the same rules as in one dimension, but are applied component-wise
  • Scalar multiplication of a vector involves multiplying each component of the vector by the scalar
  • The magnitude of a vector in 2D is given by x2+y2\sqrt{x^2 + y^2}, and in 3D by x2+y2+z2\sqrt{x^2 + y^2 + z^2}
  • The dot product of two vectors ab=axbx+ayby+azbz\vec{a} \cdot \vec{b} = a_x b_x + a_y b_y + a_z b_z is a scalar quantity
    • It represents the projection of one vector onto another, multiplied by the magnitude of the other vector
  • The cross product of two vectors a×b\vec{a} \times \vec{b} is a vector quantity, perpendicular to both a\vec{a} and b\vec{b}
    • Its magnitude is given by absinθ|\vec{a}| |\vec{b}| \sin \theta, where θ\theta is the angle between the vectors

Kinematics in 2D and 3D

  • Position, velocity, and acceleration are vector quantities in 2D and 3D
  • The position vector r(t)\vec{r}(t) describes an object's position as a function of time
  • Velocity is the first derivative of position with respect to time: v(t)=drdt\vec{v}(t) = \frac{d\vec{r}}{dt}
  • Acceleration is the first derivative of velocity or the second derivative of position with respect to time: a(t)=dvdt=d2rdt2\vec{a}(t) = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2}
  • Kinematic equations for constant acceleration in 2D and 3D are similar to those in 1D, but are applied component-wise
    • r(t)=r0+v0t+12at2\vec{r}(t) = \vec{r}_0 + \vec{v}_0 t + \frac{1}{2}\vec{a}t^2
    • v(t)=v0+at\vec{v}(t) = \vec{v}_0 + \vec{a}t
    • v2=v02+2a(rr0)\vec{v}^2 = \vec{v}_0^2 + 2\vec{a} \cdot (\vec{r} - \vec{r}_0)
  • Relative motion involves analyzing the motion of objects from different frames of reference
    • Velocities in different frames are related by the velocity of one frame relative to the other

Forces and Newton's Laws in Higher Dimensions

  • Newton's laws of motion apply to forces and motion in 2D and 3D
  • The net force on an object is the vector sum of all forces acting on it: Fnet=Fi\vec{F}_{net} = \sum \vec{F}_i
  • Newton's second law states that the net force on an object equals its mass times its acceleration: Fnet=ma\vec{F}_{net} = m\vec{a}
  • Forces can be resolved into components along the coordinate axes (x, y, z)
    • The net force in each direction determines the acceleration in that direction
  • Friction, tension, and other forces can act in multiple dimensions
  • The normal force is always perpendicular to the surface of contact
  • Static and kinetic friction forces oppose the motion or attempted motion between surfaces

Projectile Motion

  • Projectile motion is a combination of horizontal and vertical motion, analyzed independently
  • The horizontal velocity remains constant (neglecting air resistance), while the vertical velocity changes due to gravity
  • The time of flight, range, and maximum height of a projectile can be calculated using kinematic equations
    • Time of flight: t=2v0sinθgt = \frac{2v_0 \sin \theta}{g}
    • Range: R=v02sin2θgR = \frac{v_0^2 \sin 2\theta}{g}
    • Maximum height: h=v02sin2θ2gh = \frac{v_0^2 \sin^2 \theta}{2g}
  • The trajectory of a projectile is a parabola in the absence of air resistance
  • Projectile motion problems often involve finding the initial velocity, launch angle, or range

Circular and Rotational Motion

  • Uniform circular motion is characterized by a constant speed and a constant radius
  • Centripetal acceleration is directed towards the center of the circle and is given by ac=v2ra_c = \frac{v^2}{r}
  • Centripetal force is the net force causing centripetal acceleration, directed towards the center of the circle
    • It could be provided by tension, gravity, friction, or other forces
  • Angular displacement (θ\theta), angular velocity (ω\omega), and angular acceleration (α\alpha) describe rotational motion
    • ω=dθdt\omega = \frac{d\theta}{dt} and α=dωdt\alpha = \frac{d\omega}{dt}
  • Tangential velocity (vv) and acceleration (ata_t) are related to angular quantities by v=rωv = r\omega and at=rαa_t = r\alpha
  • Torque (τ\tau) is the rotational equivalent of force, causing angular acceleration
    • τ=Iα\tau = I\alpha, where II is the moment of inertia, a measure of an object's resistance to rotational acceleration

Applications and Real-World Examples

  • Projectile motion examples include sports (basketball, football), ballistics, and fireworks
  • Circular motion examples include planets orbiting the sun, satellites orbiting Earth, and a mass on a string
    • Banked curves on roads and roller coasters also involve circular motion
  • Rotational motion examples include wheels, gears, and flywheels in engines
  • Vector analysis is used in navigation (airplanes, ships), engineering (bridges, buildings), and computer graphics
  • Forces in multiple dimensions are essential in understanding structures, machines, and biomechanics
    • Examples include cranes lifting objects, forces on joints in the human body, and wind loading on buildings

Problem-Solving Strategies

  • Identify the given information, unknowns, and the quantity to be calculated
  • Draw diagrams to visualize the problem, including coordinate axes, vectors, and forces
  • Break the problem into smaller, manageable parts (e.g., horizontal and vertical components)
  • Apply relevant concepts, equations, and principles to solve for the unknowns
    • Use kinematic equations, Newton's laws, and vector operations as needed
  • Check the units and reasonableness of the answer
  • Practice solving a variety of problems to develop proficiency and understanding
    • Work through examples in textbooks, online resources, and past exams
  • Collaborate with classmates and seek help from the instructor or tutors when needed


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.