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๐Ÿ”งIntro to Mechanics Unit 1 Review

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1.5 Motion in two dimensions

๐Ÿ”งIntro to Mechanics
Unit 1 Review

1.5 Motion in two dimensions

Written by the Fiveable Content Team โ€ข Last updated September 2025
Written by the Fiveable Content Team โ€ข Last updated September 2025
๐Ÿ”งIntro to Mechanics
Unit & Topic Study Guides

Motion in two dimensions expands our understanding of kinematics beyond simple linear motion. It introduces vectors, allowing us to describe position, velocity, and acceleration in multiple directions simultaneously. This topic forms the foundation for analyzing complex motions in the real world.

We'll explore projectile motion, circular motion, and relative motion. These concepts apply to a wide range of phenomena, from sports to satellite orbits. Understanding 2D motion is crucial for solving practical problems in physics and engineering.

Vectors vs scalars

  • Fundamental concepts in mechanics differentiate between vector and scalar quantities
  • Understanding vectors and scalars forms the foundation for analyzing motion in two dimensions

Components of vectors

  • Vectors decompose into x and y components using trigonometric functions
  • Magnitude of a vector calculated using the Pythagorean theorem
  • Direction of a vector determined by the arctangent of y/x components
  • Vector components allow for easier mathematical manipulation in 2D problems

Vector addition and subtraction

  • Vectors add using the tip-to-tail method or component-wise addition
  • Subtraction of vectors equivalent to adding the negative of a vector
  • Resultant vector represents the combined effect of multiple vectors
  • Parallelogram method provides a graphical approach to vector addition

Unit vectors

  • Dimensionless vectors with a magnitude of 1 (รฎ, ฤต, kฬ‚ for x, y, z directions)
  • Express any vector as a sum of its components multiplied by unit vectors
  • Simplify vector calculations and provide a standard notation
  • Facilitate the conversion between vector and component form

Position in 2D

  • Describes the location of an object in a two-dimensional plane
  • Essential for tracking motion and analyzing trajectories in mechanics

Coordinate systems

  • Cartesian coordinates use perpendicular x and y axes
  • Polar coordinates utilize radius and angle (r, ฮธ) to specify position
  • Origin serves as the reference point for measuring position
  • Choice of coordinate system depends on the problem's geometry and symmetry

Position vector

  • Extends from the origin to the object's location
  • Expressed as rโƒ—=xi^+yj^\vec{r} = x\hat{i} + y\hat{j} in Cartesian coordinates
  • Magnitude gives the distance from the origin to the object
  • Changes in the position vector over time describe motion

Velocity in 2D

  • Represents the rate of change of position in two dimensions
  • Vector quantity with both magnitude (speed) and direction

Average vs instantaneous velocity

  • Average velocity calculated over a finite time interval: vโƒ—avg=ฮ”rโƒ—ฮ”t\vec{v}_{avg} = \frac{\Delta \vec{r}}{\Delta t}
  • Instantaneous velocity defined as the limit of average velocity as ฮ”t approaches zero
  • Instantaneous velocity tangent to the path of motion at any point
  • Velocity vector points in the direction of motion at each instant

Velocity components

  • Decompose velocity into x and y components: vโƒ—=vxi^+vyj^\vec{v} = v_x\hat{i} + v_y\hat{j}
  • x-component: vx=dxdtv_x = \frac{dx}{dt}, y-component: vy=dydtv_y = \frac{dy}{dt}
  • Magnitude of velocity: v=vx2+vy2v = \sqrt{v_x^2 + v_y^2}
  • Direction of velocity: ฮธ=tanโกโˆ’1(vyvx)\theta = \tan^{-1}(\frac{v_y}{v_x})

Relative velocity

  • Describes motion of an object with respect to a moving reference frame
  • Velocity addition rule: vโƒ—AC=vโƒ—AB+vโƒ—BC\vec{v}_{AC} = \vec{v}_{AB} + \vec{v}_{BC}
  • Applies to situations involving moving observers or multiple moving objects
  • Crucial for analyzing motion in different frames of reference (air traffic control)

Acceleration in 2D

  • Rate of change of velocity in two dimensions
  • Vector quantity causing changes in speed, direction, or both

Average vs instantaneous acceleration

  • Average acceleration over a time interval: aโƒ—avg=ฮ”vโƒ—ฮ”t\vec{a}_{avg} = \frac{\Delta \vec{v}}{\Delta t}
  • Instantaneous acceleration defined as the limit of average acceleration as ฮ”t approaches zero
  • Instantaneous acceleration may not be tangent to the path of motion
  • Acceleration can change the magnitude or direction of velocity

Acceleration components

  • Decompose acceleration into x and y components: aโƒ—=axi^+ayj^\vec{a} = a_x\hat{i} + a_y\hat{j}
  • x-component: ax=dvxdta_x = \frac{dv_x}{dt}, y-component: ay=dvydta_y = \frac{dv_y}{dt}
  • Magnitude of acceleration: a=ax2+ay2a = \sqrt{a_x^2 + a_y^2}
  • Direction of acceleration: ฮธ=tanโกโˆ’1(ayax)\theta = \tan^{-1}(\frac{a_y}{a_x})

Projectile motion

  • Motion of an object launched into the air and subject only to gravity
  • Combines horizontal motion at constant velocity with vertical motion under constant acceleration

Horizontal and vertical components

  • Horizontal motion: constant velocity, x=x0+vxtx = x_0 + v_x t
  • Vertical motion: constant acceleration due to gravity, y=y0+vytโˆ’12gt2y = y_0 + v_y t - \frac{1}{2}gt^2
  • Velocity components: vx=v0cosโกฮธv_x = v_0 \cos \theta, vy=v0sinโกฮธโˆ’gtv_y = v_0 \sin \theta - gt
  • Trajectory forms a parabola in the absence of air resistance

Range and maximum height

  • Range (R) maximum horizontal distance traveled: R=v02sinโก2ฮธgR = \frac{v_0^2 \sin 2\theta}{g}
  • Maximum height (H) reached at the apex of trajectory: H=v02sinโก2ฮธ2gH = \frac{v_0^2 \sin^2 \theta}{2g}
  • Range maximized at a launch angle of 45ยฐ in ideal conditions
  • Trade-off between range and maximum height based on launch angle

Time of flight

  • Total time (T) from launch to landing: T=2v0sinโกฮธgT = \frac{2v_0 \sin \theta}{g}
  • Time to reach maximum height: tmax=v0sinโกฮธgt_{max} = \frac{v_0 \sin \theta}{g}
  • Symmetry of trajectory means time up equals time down
  • Useful for calculating other parameters of projectile motion

Circular motion

  • Motion of an object along a circular path
  • Involves constant change in direction, even at constant speed

Uniform circular motion

  • Special case where speed remains constant
  • Velocity vector changes direction continuously
  • Period (T) time for one complete revolution: T=2ฯ€rvT = \frac{2\pi r}{v}
  • Frequency (f) number of revolutions per unit time: f=1Tf = \frac{1}{T}

Centripetal acceleration

  • Acceleration directed toward the center of the circular path
  • Magnitude: ac=v2r=ฯ‰2ra_c = \frac{v^2}{r} = \omega^2 r
  • Causes the change in direction of velocity vector
  • Provided by a centripetal force (tension in a string, friction on a curve)

Angular velocity and acceleration

  • Angular velocity (ฯ‰) rate of change of angular position: ฯ‰=2ฯ€T=2ฯ€f\omega = \frac{2\pi}{T} = 2\pi f
  • Relation to linear velocity: v=rฯ‰v = r\omega
  • Angular acceleration (ฮฑ) rate of change of angular velocity: ฮฑ=dฯ‰dt\alpha = \frac{d\omega}{dt}
  • Tangential acceleration: at=rฮฑa_t = r\alpha

Relative motion

  • Describes motion from different frames of reference
  • Essential for understanding motion in moving systems (vehicles, rotating platforms)

Frame of reference

  • Coordinate system from which motion observed
  • Can be stationary or moving relative to other frames
  • Choice of frame affects observed velocities and accelerations
  • Inertial frames move at constant velocity relative to each other

Galilean transformations

  • Relate positions and velocities between different inertial frames
  • Position transformation: xโ€ฒ=xโˆ’vtx' = x - vt, yโ€ฒ=yy' = y
  • Velocity transformation: vxโ€ฒ=vxโˆ’vv_x' = v_x - v, vyโ€ฒ=vyv_y' = v_y
  • Acceleration invariant under Galilean transformations
  • Valid for low speeds, replaced by Lorentz transformations at relativistic speeds

Motion graphs in 2D

  • Visual representations of motion parameters over time
  • Provide insights into the nature of motion and relationships between variables

Position-time graphs

  • Plot x and y coordinates separately against time
  • Slope of position-time graph gives velocity component
  • Curved lines indicate changing velocity (acceleration present)
  • Useful for visualizing trajectories and identifying motion types

Velocity-time graphs

  • Plot vx and vy components separately against time
  • Area under velocity-time graph gives displacement
  • Slope of velocity-time graph represents acceleration component
  • Horizontal lines indicate constant velocity (zero acceleration)

Acceleration-time graphs

  • Plot ax and ay components separately against time
  • Area under acceleration-time graph gives change in velocity
  • Constant acceleration appears as horizontal line
  • Useful for analyzing forces acting on an object

Applications of 2D motion

  • Real-world scenarios where two-dimensional motion analysis applies
  • Demonstrate the practical importance of understanding 2D kinematics

Sports and ballistics

  • Trajectory of a baseball or golf ball (air resistance effects)
  • Optimal launch angles for different sports (javelin throw, basketball shot)
  • Bullet trajectories in firearms (wind drift, Coriolis effect)
  • Motion of athletes in team sports (running patterns, passing strategies)

Satellite orbits

  • Circular and elliptical orbits of artificial satellites
  • Geosynchronous orbits for communication satellites
  • Orbital velocity and period calculations
  • Hohmann transfer orbits for efficient space travel

Curved paths in amusement rides

  • Centripetal acceleration in roller coaster loops
  • Banking of curves in race tracks and highways
  • Motion in a vertical circle (loop-the-loop)
  • Design of safe and thrilling amusement park attractions

Problem-solving strategies

  • Systematic approaches to tackle two-dimensional motion problems
  • Enhance ability to analyze complex scenarios and derive solutions

Vector decomposition

  • Break vectors into components along convenient axes
  • Simplify complex motions into manageable x and y components
  • Apply trigonometric functions to find vector components
  • Recombine components to obtain final results

Equations of motion in 2D

  • Utilize kinematic equations for constant acceleration in each dimension
  • Combine horizontal and vertical motions for projectile problems
  • Apply vector addition for relative motion scenarios
  • Incorporate circular motion equations for rotational problems

Graphical methods

  • Construct and interpret motion graphs to analyze 2D motion
  • Use vector diagrams to visualize addition and resolution of vectors
  • Employ graphical solutions for relative velocity problems
  • Sketch trajectories to gain intuition about motion paths