Motion and Forces Notes
Motion and Forces Notes
-Scalars can be accurately described using only a magnitude (size) and the
appropriate unit
-The direction convention refers to the names given to the two possible directions
e.g. up/down, backwards/forwards, left/right, east/west etc.
-A sign convention can also be used, where one designation is defined as being
positive and the opposite direction as being negative (e.g. in the up/down convention
in the box to the right, a displacement of -100 m would indicate that an object had
moved 100 m downwards)
-The horizontal plane is often defined using north/south and east/west axes
-The vertical plane can be defined in various ways, e.g. up/down and left/right or
up/down and backwards/forwards
Horizontal plane
Vertical plane
-Vector addition is used when calculating the total (resultant) vector from several
individual vectors (e.g. attempting to determine the total force acting on an object
when it is subjected to multiple forces)
-Vector addition and subtraction can be determined using graphical (scale drawing),
algebraic, or geometric methods
-In Year 11 Physics you are expected to perform addition and subtraction of vectors in
one and two dimensions, predominantly using algebraic (1D) and geometric (2D)
methods
-The vectors are drawn with each vector having its tail starting at the head of the
previous vector
-The resultant vector will be a vector with its tail at the tail of the first vector and its
head at the head of the last vector
-The magnitude of the resultant vector can be determined from the scale of the
diagram if all vectors are drawn to this scale
-A sign convention is used to represent the direction of the vectors (e.g. up is +, down
is -)
-When the magnitudes are added together, the resulting sign provides the direction of
the resultant vector (sR = (+25) + (-27) = -2.0 m = 2.0 m down)
-The vectors are drawn with each vector having its tail starting at the head of the
previous vector
-The resultant vector will be a vector with its tail at the tail of the first vector and its
head at the head of the last vector
-The magnitude of the resultant vector is determined by the scale of the diagram
-The direction of the vector is determined using a protractor, referring to the direction
conventions of the diagram
NOTE: This method gives results that are approximate, due to the limits to the
precision of the ruler and protractor used
-The best way to calculate resultant vectors in two dimensions is by using geometry
-The geometric method relies on constructing a right triangle where the resultant
vector is the hypotenuse, and the other sides are the individual vectors
-This method can only be used when the individual vectors are at right angles to each
other (although as we will later see, vectors can be resolved into components at right
angles)
-To use this method, all vectors are drawn head to tail using an approximate scale
-The resultant vector is drawn from the tail of the first vector to the head of the last,
forming the hypotenuse of the triangle
-The magnitude of the resultant vector is calculated using Pythagoras’ theorem (the
square of the hypotenuse of a right triangle is equal to the sum of the squares of the
other two sides)
-The direction of the vector is calculated using trigonometry to calculate the vectors
angle from the known sides of the right triangle (SOH CAH TOA)
EXAMPLE: A hiker walks 3.5 km North in 40 minutes. He then turns East and walks
4.2 km in 55 minutes. With the aid of a diagram, calculate his final displacement
3.5 sR
Ɵ therefore, the final displacement is 5.47 km, at
50.2°T
Vector Subtraction
-Vector subtraction is often used when finding the difference between two vectors
(e.g. finding an object’s change in velocity by subtracting its initial velocity from its
final velocity)
-As an example, we would use vector addition to calculate resultant displacement (s R),
but vector subtraction to calculate change in displacement (Δs)
-It is most often used to calculate the change in a vector quantity by subtracting the
initial vector from the final vector (e.g. change in velocity = final velocity – initial
velocity)
-Instead of subtracting an initial vector (v i), you can add the opposite of the vector (-
vi), allowing vector addition techniques to be used
-For the example below, where vi = 9ms-1 east, -vi = 9ms-1 west
-The procedure is identical to algebraic addition of vectors except the opposite of the
initial vector (e.g. -vi) is added in place of the initial vector
Δv = vf – vi = vf + (-vi)
-2D Vector subtraction is performed the same way as 2D vector addition, but the
opposite of the initial vector is added (as per the 1D graphical method for vector
subtraction)
-The change in the vector (Δv) will be a vector with its tail at the tail of the final vector
(vf) and its head at the head of the opposite of the initial vector (-v i)
-The magnitude of the change in the vector (Δv) can be calculated graphically from a
scale diagram or by using Pythagoras’ theorem
-The direction of the vector can be calculated with a protractor from a scale diagram
or by using trigonometry (e.g. θ = tan-1(opp/adj))
Vector Components
-When adding or subtracting vectors, geometric methods can only be used when the
vectors are at right angles to each other (perpendicular)
-When adding/subtracting vectors that are not perpendicular, vectors are resolved
into their perpendicular components
-This is done using the geometric functions sin, cos, and tan
-We can simplify the motion of the object by treating it as a single point,
acting at its centre of mass (the balance point of the object)
Frames of reference
-If you are walking slowly down a moving train carriage, your speed will be different
relative to different reference frames
-You might be travelling at 5 kmh-1 relative to the train, 90 kmh-1 relative to the earth
and 100 000 kmh-1 relative to the sun
-In Yr 11 Physics, we will mostly be looking at the motion of objects relative to the
earth, so we can assume that any motion is described with respect to the earth’s
surface unless you are told otherwise
Position (x)
-An objects position can be described in one, two or three dimensions (or axes)
-Direction along axes can be shown with a sign convention (e.g. for 1D motion,
positions to the left of the origin can be designated as positive and positions to the
right can be designated as positive)
-For 1D motion, position is often given the symbol x, as horizontal motion occurs
along the x axis e.g. for an object 10m to the left of the origin, x = -10 m
-For 2D motion, position can be given as a set of (x,y) coordinates e.g. (12 m, -15 m)
Distance (d)
-Distance travelled (d) describes the total length of the path covered in an objects
journey
-It is a scalar measurement of length and as such, it has a magnitude but no direction
(distance will always be positive as no sign convention is used)
-The total distance travelled by an object is equal to the sum of the distance of all
journeys an object has made
d = d1 + d2 + d3 ………
Displacement (s)
-It is equal to an objects final position (x f) minus its initial position (xi)
-For one-dimensional motion the direction is shown with a sign convention (e.g.
forwards = +, backwards = -)
-For two-dimensional motion the direction is shown with a bearing (horizontal plane)
or angle up/down from the horizontal/vertical to the left/right (vertical plane)
-An objects total (resultant) displacement is equal to the sum of its individual
displacements
sR = s1 + s2 + s3 ………
-Speed and velocity are both measurements of how quickly an object is moving (the
rate of change of position)
-Speed is the rate of change of distance and velocity is the rate of change of
displacement, with both quantities being given the symbol v
-As with all rates, they measure the extent to which a quantity changes in a given
time interval (Δt), where:
Δt = tf - ti (where tf is final time and ti is initial time)
-The SI unit for both speed and velocity is metres per second (m s -1), but they can also
be measured in kilometres per hour (km h-1)
Speed (v)
-Speed and velocity are often used interchangeably for one-dimensional motion as
their numerical value is identical
Velocity vav = s = Δx = xf – xi = vf – vi
Δt Δt tf - ti 2
Converting between m s-1 and km h-1
Acceleration (a)
-For 1 D motion, it can also be calculated from an objects rate of change of speed
(e.g. in cases where an objects speed and velocity are identical
-When the forward direction is defined as positive and an object is travelling forward,
a positive value for acceleration shows speeding up, and a negative value for
acceleration shows slowing down (deceleration)
-The units for acceleration are meters per second per second (m s -2) or less
commonly, kilometres per hour per second (km h -1 s-1)
a = Δv = vf – vi
Δt tf - ti
Graphing Motion
-It can often be useful to analyse the motion of an object in graphical form
-When plotting motion graphs, it is often possible to obtain further information from
the gradient of the line plotted or from the area under the graph
Graph Example
type
Position- s = Δx
time (x-t)
Gradient = Δx = s = v
Δt Δt
Velocity- Gradient = Δv = vf - vi = a
time (v-t) Δt tf - ti
-In Physics we will often need to perform calculations involving the displacement,
velocity, acceleration, or time intervals for objects
vf = vi + aΔt vi = vf – aΔt
s = vi Δt + ½ (vf – vi) Δt
-Substituting [vf – vi = a Δt] into this equation (substituting [a Δt] for [v f – vi]) gives us:
s = vi Δt + ½ a Δt2
-Substituting [vi = vf – a Δt] into the equation (substituting [v f – a Δt] for vi) gives:
s = vf Δt – ½ a Δt2
-Finally, substituting [Δt = (vf – vi) / a] into the equation (substituting [(vf – vi) / a] for
Δt) gives:
v f2 = v i2 + 2 a s
-All problems involving displacement, velocity (initial, final and/or average) and
uniform acceleration are solvable using rearrangements of one of:
-In the absence of air resistance, Earth’s gravity causes the same acceleration for all
objects
-Near the Earth’s surface, gravity will accelerate objects at 9.80 m s -2 in the direction
of the Earth’s centre, but the values of g will decrease at higher altitudes
-Whether g has a positive or negative sign depends on the sign convention used
-Different planets will have different gravitational fields, therefore different values for
g
(e.g. gmoon = 1.60 m s-2)
-As gravitational acceleration can be considered uniform near the Earth’s surface, g
can be substituted for a in equations of linear motion, providing gravitational
acceleration is the only acceleration acting on a body
vf = vi + g Δt s = ½ (vi + vf) Δt s = vi Δt + ½ g Δt 2
s = vf Δt – ½ g Δt2 vf2 = vi2 + 2gs
Momentum
Conservation of momentum
-The sum of momentum before the collision is equal to the sum of momentum after
the collision
-For two objects colliding in one dimension, the equation can be stated as:
where m1 and m2 are the masses of objects 1 and 2 (kg), vi(1) and vi(2) are the initial
velocities the two objects and vf(1) and vf(2) are the final velocities (m s-1)
Proving the law of conservation of momentum (E)
-Newton’s third law states than when two objects collide, the force exerted by the first
object on the second is equal in magnitude and opposite in direction to the force
exerted by the second object on the first
-If a sign convention is used to indicate direction, the law can be stated
mathematically as follows:
F1 = -F2
-Newton’s second law states that force is equal to the product of mass and
acceleration, so:
m1a1 = -m2a2
-As the time for the collision is equal for both objects, this can be simplified to:
-When two objects combine to form a third object, it can be written as:
-In “explosive collisions”, where one object breaks up into two smaller objects, it is
written as:
m1vi(1) = m2vf(2) + m3vf(3)
Newton’s Laws
Forces
-While you cannot directly see a force, it can be recognised by its effect
-A force is anything that can act to change the speed, direction, or shape of an object
-Contact forces are those that act directly on an object (e.g. a cricket bat striking a
ball)
-Non-contact forces are those that act at a distance (e.g. gravity, electrical/magnetic
forces)
-The SI unit for force is the Newton (N), named after Sir Isaac Newton
-Forces are vectors, so need to be given with a direction, either using a sign
convention (1D) or a bearing (2D)
-When multiple forces are acting on an object, the object will behave as if a single
force equal to the sum of the other forces (net force) was acting on it
-Net force (ΣF or Fnet) can be calculated using vector addition in one or two
dimensions:
ΣF = F1 + F2 + F3 + …… + Fn
-When you push a pencil across the desk, it eventually stops moving because of the
force of friction acting on the opposite direction to the pushing force
-Without this friction, it would continue moving until it collided with another object
-This idea counteracted earlier views that an objects natural state was at rest and that
a force was needed to keep an object in motion
-This tendency of an object to maintain its state of rest or motion is known as inertia
-At a Year 11 level, it is generally assumed that the earth’s surface is the frame of
reference, unless stated otherwise
-In the reference frame of an accelerating car, a cup resting on the dashboard will
start accelerating towards the driver, even though no force has acted on the cup
-Reference frames in which Newton’s first law holds are called inertial reference
frames
-Most of the time it can be assumed that a reference frame that is fixed on the earth
is an inertial reference frame
-Reference frames in which Newton’s first law does not hold are called non-inertial
reference frames
-While Isaac Newton’s first law describes how an object will maintain its motion in the
absence of a net force acting on it, his second law explains how it will respond when
acted upon by a net force
-This law describes the mathematical relationship between the magnitude of the net
force acting on an object, the mass of the object and the acceleration caused by the
force:
-Newton’s law explains why an object with a lower mass will experience a greater
acceleration than a heavier object when acted upon by a force of similar magnitude
(e.g. why motorcycles are typically capable of a greater acceleration than cars)
-It is important to note that the product of mass and acceleration gives the net force
acting on an object; any individual force may have a higher or lower magnitude
-As the hammer hits the head the head of the nail it
abruptly decelerates (accelerates in the upwards direction)
-Newton’s third law describes the relationship between these action and reaction
forces:
-This is often stated as: for every action (force) there is an equal and opposite reaction
(force)
Identifying action & reaction forces
-Note that while the magnitude of the action and reaction forces is
identical, they will not cause the same acceleration due to the
different masses of the objects they act on
e.g. for a 1.00 kg brick being attracted to the earth by its gravity:
-This is the weight force (Fg or Fw), the force due to gravity
Fw = mg
-In the diagram above, you can see how gravity pulling down
on the bin, causes it to exert a force on the table (F bin on table) that is equal to the weight
force experienced by the bin (Fg)
-Newton’s third law, tells us that this force will be opposed by a reaction force (F table on
bin)
-A collision can cause an object to change its velocity, either by changing its speed or
its direction
Δp = pf – pi = mvf – mvi
where Δp is impulse (kg m s -1), p is change in momentum and momentum (kg m s -1),
m is mass (kg) and vf and vi are final and initial velocity (m s-1)
-When an object changes its direction, this causes a change in its velocity and its
momentum
-For impulse in two dimensions, the direction cannot be shown with a sign convention,
so a bearing must be provided
-The value for impulse can be calculated by multiplying m by Δv, with the direction for
impulse the same as the direction for Δv
Forces & Impulse
-We have already seen that impulse (change in momentum) can be calculated using
the formulae:
a = Δv , so Δv = aΔt
Δt
I = maΔt
-The formula for force (Fnet = ma) can be substituted into this equation to give:
I = Fnet Δt
-As impulse is the product of F and Δt, it can be given with units of N s (1 N s = 1 kg m
s-1)
-This formula shows that for a given change in momentum, the product of the force
experienced and time interval for the momentum change is constant
-This means that the shorter the time interval is, the larger the force experienced will
be
-Designers and engineers use this information in areas such as car safety
-A car with a given mass and travelling at given speed will always experience the
same impulse in a collision that results in it coming to a complete stop
-Likewise, this is why it hurts less to fall onto a soft surface (e.g. grass instead of
concrete)
-A soft surface will compress when you fall on it, increasing Δt and reducing F
the force at any moment in time will not necessarily be equal to the average force
-It can be more useful to plot a force time graph for the collision
-The area under the curve will be equal to the product of force and time (e.g. impulse)
I = area
= (½ x 2 x 10-3 x 60) + (6 x 10-3 x 60) + (½ x 5 x 10-3 x
60)
= 0.570 kg m s-1
-While the terms mass and weight are often used interchangeably, in Physics they
have different meanings
Mass
-The mass of an object determines how much acceleration it will experience when
acted upon by a force of a given magnitude:
m= F
a
-Due to this, mass can be can defined as the property of a body that resists a change
in motion caused by a force (e.g. a measure of its inertia)
Weight
-An objects weight is the force on the object due to a gravitational field
-It is given the symbol FW or Fg and can be calculated using the formula:
Fw = mg
-Because the strength of a gravitational field depends on the mass of the object, the
value for gravitational acceleration will be different on different planets
-This means that an object will have different weight on the Earth than it will on the
moon, even though they have the same mass
Inclined Planes
-Gravity does not only accelerate objects in free-fall, it will also affect objects on
inclined planes (e.g. slopes/hills)
-This acceleration results from the imbalance between the weight force and the
normal force
-As this net force is unbalanced, it causes the object to accelerate according to:
Friction (Ff) is the resistance that an object encounters when moving over or through
another medium
Friction can be classified as static or kinetic, based on whether the object the friction
is acting on is stationary (static) or moving (kinetic)
The frictional force is proportional to the normal force acting on an object, and
coefficients of static (µs) or kinetic (µk) friction are used to calculate the magnitude of
this force
On inclined planes, the frictional force acts parallel with and towards the top of the
incline
If an object is accelerating down an inclined plane, the frictional force (F f) must be less
than the parallel component of the weight force (F f < sinθ Fw)
If an object is stationary or has a constant velocity down the inclined plane, the
frictional force and the weight force will be equal (F f = sinθ Fw)
Inclined plane problems typically involve objects that are stationary, moving down a
plane at a constant velocity or accelerating
Forces can be resolved into components that are parallel and perpendicular to the
incline
Motion and Forces Summary
Trigonometry/vectors
Displacement: s = Δx = xf – xi
Velocity: vav = s = Δx = xf – xi = vf – vi
Δt Δt t f - ti 2
Acceleration: a = Δv = vf – vi
Δt tf - ti
Momentum: p=mv
Weight force: Fw = mg
Friction: Ff = µFN