Section 1-2 - Kinematics in One Dimension (CALC)

Displacement & Distance
Velocity and Speed
Acceleration and Jerk
Kinematic Equations
Acceleration due to Gravity
A Different Graphical Interpretation
Discussion of Misconceptions and the Act of Misconceiving
Correlation to Textbook

Displacement and Distance

Kinematics is the study of the motion (same root as cinema) of an object, without regard to the causes of that motion.

We'll need first of all to be able to define the location or position of an object.   We talked in the last section about how to describe the location of an object in terms of its x-, y-, and z- co-ordinates.  Alternately, we can describe the position using spherical co-ordinates, using r, q, and f. Let the
vector r point from the origin to the location of the object.  If the object moves, then there will be an initial position vector, ri, and a final position vector, rf.  The difference between them will be Dr
 altfig1

The vector Dr is called the displacement; it depends only on the initial position and the final position, and not on the path the object took between them. 

Suppose that the blue line represents the actual path taken by the object:
alt2-2

The distance is the length of the actual path taken.  Distance is a scalar quantity.  Consider three scenarios: 1) the object moves in a straight line from its initial to its final position; 2) the object moves along the blue line shown; 3) the object takes a trip to the moon and returns to earth to end at its final location.  While the distances in each case are different, the displacement in each case is the same as for the other situations.  Note this special case, however: if the object travels along a straight line, the distance and the magnitude of the displacement are the same value.

Velocity and Speed

Often, we want to know how quickly an object gets from one spot to another.  If we say that the object is at position ri at time ti, and arrives at position rf at time tf , then we can define the average velocity to be the displacement per unit time, or
vaverage = [rf - ri]/[tf - ti] = Dr/Dt.
Is the average velocity a vector or a scalar?

The average velocity discussed above is considered over an interval of time.  How can we find the instantaneous velocity, the velocity at an instant of time?  Well, let's consider the average velocity over some interval, but then make the interval shorter and shorter, until it is as close to a single moment as possible, that is,

vinstantaneous = limit Dt->0 Dr/Dt.

Some of you may remember the definition of the first derivative of a function y(x) as 
dy/dx  = limit Dx->0 Dy/Dx. 

Then, we see that 
vinstantaneous = limit Dt->0 Dr/Dt = dr/dt.

The average speed is defined as the distance traveled per unit time, or speed = s/Dt.

We can can also talk about the instantaneous speed:
inst speed = limit Dt->0 s/Dt.
Now, we see that when the time interval becomes sufficiently short, the object has no opportunity to deviate from a straight segment on its path.  In that case, as discussed above, the distance and the magnitude of the displacement become equal. So,

inst speed = limit Dt->0 s/Dt = limit Dt->0 |Dr|/Dt = limit Dt->0 |Dr/Dt| = |vinstantaneous|.

So the instantaneous speed is the same as the magnitude of the instantaneous velocity.

Acceleration (and so on)

We define the average acceleration as the change in velocity per unit time:
aave = Dv/Dt,
and the instantaneous acceleration as
ainst = limit Dt->0Dv/Dt = dv/dt = d(dr/dt)/dt = d2r/dt2.

The analysis is the same for a as it was for v, so the work will not be repeated here.  

We can continue the process indefinitely.  For example, the average jerk is defined as
Jave = Da/Dt,
and the instantaneous jerk is
Jinst = limit Dt->0Da/Dt = da/dt = d3r/dt3.
and so on with the kick and then the lurch.
Then, 

vinstantaneous = limit Dt->0Dr/Dt = dr/dt. 
ainstantaneous = limit Dt->0Dv/Dt = dv/dt = d2r/dt2.
Jinstantaneous = limit Dt->0Da/Dt = da/dt = d3r/dt3
Kinstantaneous = limit Dt->0DJ/Dt = dJ/dt = d4r/dt4.
Linstantaneous = limit Dt->0DK/Dt = dK/dt = d5r/dt5.
And, of course, there's no reason to stop there.

The acceleration, jerk, kick, and lurch are all vector quantities.


Kinematic Equations for the Special Case of Constant Acceleration

Let's use these definitions to derive some possibly useful relationships.  To make life a bit easier, we shall assert the following:
In this way, for example, Dt = tf - ti = t.

Start with the definition of the acceleration.  Since the acceleration is constant, that value is also the average value.  So,
aAVE = a = Dv/Dt = [vf - vi]/[t - ti] = [v - vi]/t,
which re-arranges to
v = vi + at.  (1)
Again, this is true if the acceleration is constant. 


Next, we'll start with the definition of the velocity,
v = dr/dt
dr = v dt
Eq (1) gives us the velocity as a function of time, so we can substitute:
dr = (vi + at) dt.
Next. we'll integrate, making sure that the limits of integration for each match, i.e. we start at ri at t = 0, and end at rf at time t.
riintrf  dr = 0intt  (vi + at) dt.

Dr = rf - ri = vit + 1/2 at2

Or, in its final form,

r = ri + vit + 1/2 at2   (3)


Next, we'll combine two definitions:   v = dr/dt and a = dv/dt.
Let's take the dot product of the left side of each equation with the right side of the other:
v . dv/dt  = a . dr/dt
v . dv  = a . dr

v dv  = a . dr        N.B.: This step may seem a bit iffy, but I can show you the process from one step to the next that justify it.

Let's integrate, again being sure that the limits on each side correspond.  Remember we're requiring that a is constant, so it can be pulled out of the integral.

viintvf v dv = a . ri intrf  dr

1/2 v2 vi|vf = a . Dr
vf2 - vi2 = 2
a . Dr
or, in its final form,
v2 = vi2 + 2 a . D(4)

Now, let's swing back for Eq (2). 
vaverage = Dr/Dt = Dr/t         Remember, we're setting ti to 0.
From (3), we know that Dr = vit + 1/2 at2, so let's substitute:

vaverage = [vit + 1/2 at2]/t = vi + 1/2 at = 1/2[2vi + at] = 1/2[vi + vi + at]
From (1), v = vi + at, so substitute:
vaverage = 1/2[vi + v].   (2)

Alternatively, we can do some out of the box thinking.  Consider the v(t) graph below:

The curve is a straight line, because the acceleration is constant and is represented by the slope of the curve; it may well have been a negative slope, or even a zero slope, instead of the positive slope pictured here.  We need to average the infinitely many values the velocity has in the interval ti to tf.

We can do it without calculus if we're a little clever:  First, average just the two endpoints to get [vi + vf]/2. 
Now, average the points just above vo by an amount e and just below vf by the same amount e to get 
[(vi + e) + (vf - e)]/2 = [vi + vf]/2. 
So e can have any value and result in the same average value for any given pair of symetrically placed points.  Since the overall average is the average of the pairs' averages, it should be clear that the overall average will also be 
[vi + vf]/2. 
So, for periods of constant acceleration, vave = [vi + v]/2.     (2)

Now, we have four kinematic equations that are valid in the special case of constant acceleration: 

v = vi + at
vave = [vi + v]/2
r = ri + vit + 1/2at2
v2 = vi2 + 2a. (r -  ri)

Various combinations and perturbations of these should allow for solving most problems.  Here, however, is a warning: do not rely on the equations by themselves to solve problems.  The equations are in a sense tools, but it still requires the brain to direct their use.


Now, having done all this effort in 3 dimensions, let's take a step back to consider one-dimensional problems. In one dimension, we can consider the 'numberline' axis discussed in the last section and use the variable 'x' to label the position relative to the origin in metres. That is, since
r = xi + yj + zk,
rx = x.  So that the statements 'x = +3 m' and 'x = -7.46 m' mean that the object is 3 m from the origin in the positive x direction (not necessarily to the right of it, though!) and 7.46 m from the origin in the negative direction, respectively.

Continuing along in a similar manner for other quantities, the relationships above become:
v = dx/dt
a = dv/dt
v = vi + at
vave = [vi + v]/2
x = xi + vit + 1/2at2
v2 = vi2 + 2a Dx

Notice that the dot product was dropped from the last equation.  This will still work out if we use the following convention.  Since the displacement, velocity, and acceleration are indeed all vectors, we need a mechanism to describe their directions. So, let's say that if the velocity is to the positive x direction, we'll insert a positive value in for v in the equations, and if the velocity is pointed in the negative x directions, we'll insert a negative number.  Same for the acceleration.  Now, if the accelerationand displacement ar ein the same direction, whether both positive of negative, the dot product would give us a positive result.  Contrarily, if they were in opposite directions, we'd obtain a negative value.  This convention maintains those results.  (=)(+) = (-)(-) = (+) and (+)(-) = (-)(+) = (-).

OK, now, let's work through some 1-d examples to help firm up your understanding.

Examples:  Suppose that an object starts out at xi = 3 and ends at xf = 5, and makes that trip smoothly and without reversing direction.  What is the displacement?  Now, suppose instead that the object travels from x = 3 to x = 15, then back to x = - 8, then on to x = 5.  What is the displacement in that case?


Suppose instead that the object moved from x = 5 to x = 3.  What then would be the displacement?

Is the displacement a scalar or vector quantity?

Suppose that Object 1 moves from x = 5 m to x = 9 m, while Object 2 moves from x = 7 m to x = 11 m.  Which object had the larger displacement?

Distance (s) is the term we use for the length of the path taken.  So long as the direction of motion doesn't change, the distance is the same as the magnitude of the displacement.
Examples:  Suppose that an object starts out at xo = 3 and ends at xf = 5, and makes that trip smoothly and without reversing direction.  What is the distance?  Now, suppose instead that the object travels from x = 3 to x = 15, then back to x = - 8, then on to x = 5.  What is the distance in that case?





Find the average velocity in each of the cases below:
Suppose that an object starts out at xi = 3 and ends at xf = 5, and makes that trip smoothly and without reversing direction in 3 seconds.
Suppose instead that the object travels from x = 3 to x = 15, then back to x = - 8, then on to x = 5, all in 3 seconds.

 Find the average speed in these examples.
Suppose that an object starts out at xi = 3 and ends at xf = 5, and makes that trip smoothly and without reversing direction in 3 seconds.
Suppose instead that the object travels from x = 3 to x = 15, then back to x = - 8, then on to x = 5, all in 3 seconds.

Try another example:
Jimmy walks across the room (10 m) in 10 seconds, and runs back in 5 seconds.
What is his displacement?


What is his total distance?

What is his average velocity? 

What is his average speed walking across the room?

What is his average speed running back?

What is his overall average speed?

Why was my answer wrong?
 

Example:

A distracted driver traveling at 15 m/s notices a stop sign when he is 10m from the stop line.  If the car decelerates at 6 m/s2, how quickly is the car moving as it passes the stop line?

Let's write down the quantities which we know either implicitly or explicitly, as well as what we want to figure out:
xi = 0 (start at the origin)

x= 10 m
vi = 15 m/s
vf = ? (We would like to know this.)
a = - 6 m/s2 (a deceleration of 6 m/s2 is an acceleration of -6 m/s2, since a velocity becoming less positive is the same as one becoming more negative).
t = ?

Since the kinematic equations are really all the same relationships presented in slightly different forms, we can look for one which contains all of the quantities above.  Sometimes this works, sometimes not; in this case we're lucky:

vf2 = vi2 + 2a(x -  xi),
and in fact, not much algebraic manipulation is necessary:
vf2 = vi2 + 2a(x -  xi) =  152 + 2(-6)(10) = 105
vf = 1051/2 = 10.2 m/s
Note that we took the positive root of 105.  Strictly speaking, the math will only give us the final speed in this case; we need to use our brains to determine the sign (and hence the direction) of the final velocity.

Mastery Question
A train moving at 15 m/s passes the origin (xi = 0) at ti = 0.  At that instant, the engineer hits the brakes, giving the train an acceleration of - 0.5 m/s2, so that it comes to a stop.  Where is the train after 40 seconds?

Click here for the solution.

What should we do when the acceleration is not constant?  So long as it is constant over intervals and changes abruptly, we can treat each individual interval as above, using the final values of the quantities in one interval as the initial values for the next interval.  Otherwise, it's a calculus problem.


Acceleration due to Gravity

In the very special case of an object moving freely near the surface of the earth under no other influence except the earth's gravity, the acceleration of the object will be 9.8 m/s2 downward.  You  verified this in a laboratory exercise.  Your text probably refers to this quantity as the acceleration due to gravity, g.  I would prefer that for now you use the symbol ag, reserving g for the gravitational field strength, which we shall discuss in Section 4.

The results of an experiment by the Fall 2003 PHY542 class are shown below.  After dropping a mass from rest (vi = 0) through vertical displacement h and measuring the travel time, the data were plotted as h vs t2.  If the kinematic relationships are true, the slope of this curve represents half of the acceleration due to gravity, ag.  A value of 9.81 m/s2 is within about 0.14% of the accepted value in Towson.

Example with solution:
A ball is thrown from the street such that it rises past a 25m high window ledge at 12 m/s.  Find a) the velocity with which it was launched, b) the maximum altitude above the street it reaches, c) how long ago it was thrown, and d) the time until it returns to the ground.  Click here for solution.


A Different Graphical Interpretation

Consider a special case of an object moving with constant velocity in one dimension:

We've already defined the average velocity (or in this particular case just the plain old velocity, since it's constant) as
v = Dx/Dt = [x - xi]/[tf - ti].
From this relationship,we see that the displacement is given by
Dx = v Dt.
How is this quantity represented on the graph?
What about other cases?  Let's try constant but non-zero acceleration, i.e., the velocity is represented by a straight, but not horizontal, line: 

Since the acceleration is constant, we know that  vave = [vf + vi]/2.  Then,
D
x = vave Dt = ([vi+ vf ]/2) D
How is this related to the area under the curve?  The shape is a trapezoid, the area of which is 
1/2[h1 + h2]b, 
Since h1 corresponds to vo, h2 to vf, and b to Dt, we see that once again, the area represents the displacement.

We can generalize this result for any shape of curve: 

Let's break the time interval up into an infinite number of infinitely small time intervals, dt, so that the velocity is essentially constant over each. 

Then the displacement over each interval, dx, is v(t) dt, and the total displacement should be the sum (now, integral) of all the dxs 
Dx = dx  = titf v(t) dt. 
Graphically, this integral is interpreted as the area under the v(t) curve between times ti and tf

Also, we can use exactly the same argument to assert that the area under the acceleration vs time curve is the change in velocity.  That bears repeating: we can't get the velocity from the curve, only the change in velocity, in the same way that we got the displacement, the change in position, for the v vs t curve, not the object's position itself.

Here is a quick example:

Each of the two curves shown will generate the same acceleration curve, since the slopes of the two are the same for each value of time, t.  So, given a particular acceleration curve, it would be impossible for one to determine which of an infinite number of possible velocity curves it was derived from.

More mathematically, we see that Dv = dv  = titf a(t) dt. 

Let's look at another situation:

In this case, the velocity starts out positive, but there is a negative acceleration (slope of the line).  Eventually, the velocity becomes zero and the object comes momentarily to rest, having traveled through a displacement represented by the area under the curve (the red area).  As time progresses, we see that the velocity becomes negative, the object reverses direction, and we would expect that it may well arrive back at its starting point, for a total displacement of zero.  How does this play out on the graph?  Since displacement is basically velocity times time interval, negative velocities result in negative incremental displacements which are represented here by negative area (blue).  So, in this example, when the positive (red) area above the axis equals the negative (blue) area under the axis, the total displacement will be zero and the object will have returned to its starting point.

Consider a mass oscillating on a spring:

Once again, when the area 'under' the curve adds to zero, the object has returned to its starting point.


Discussion of Misconceptions and the Act of Misconceiving

Generally, it is fultile to discuss the 'misconceptions' suffered by students in physics, since the real problem usually is not any particular misconception, but rather the act of misconceiving.  Students really do need to work through the material, make mistakes, and learn to think for themselves.  Part of this process is to decide which model will be the most appropiate for a given situation, and under what conditions the model chosen is valid.  Eventually, this all gets internalized, and the student learns.  In that sense, it is impossible for the faculty to teach physics, rather we can only hope to set up an environment which will help the students learn.
Having said that, here is some further discussion which may clarify some confusion:

Ball dropped from a rising helicopter (see Problem 2-8):
Many students believe that the ball begins to descend immediately upon its release from the rising helicopter.  This is not so.  Try lifting a pen upward with your hand palm down, releasing it as it passes some point on the wall.  If that notion is correct, the pen will never appear above that spot on the wall, but you will see that it does indeed continue to rise.  For some reason, it's easier to believe when you push the pen with palm upward, so be sure to hold palm downward to more closely simulate the scenario in the problem.  Graphically, we see

We see at first the constant velocity experienced while the ball is still connected to the helicopter.  At the release time, the acceleration becomes -9.8 m/s2, as shown by the negative slope of the line.  A short time later, the velocity is still positive, although less than it was, but a positive velocity still means that the object is rising, and it will continue to do so until the velocity reaches zero at the highest point in the trajectory.

Speaking of that highest point, what is the acceleration at that point?  It is common to assume that it is zero, but that confuses that velocity with the acceleration.  We can look at the graph above and see that the slope of the v(t) graph when v = 0 is still -9.8 m/s2.  Or, think opf the velocity just before the peak (positive) and just after the peak ( negative); the acceleration measures the change in velcoity, which became more negative in that time interval.  Or think of it this way, since acceleration is related to the change in velocity, if ag were zero at the peak, what would the object do?  No acceleration implies no change in velocity, so the object would just hang in space, an event counter to our experience.


NOTE 1

So, just in case you're unhappy with v . dv = v dv, here is a quick, explicit demonstration.  Suppose we were to do this in one dimension only.  Then, v . dv = vx dvx.  On integration, this becomes 1/2 vx2.
We can of course write this in one dimension for the y and z directions as well, and corresponding integration results in 1/2 vy2 and 1/2 vz2
Now, v = vxi + vy j + vzk, and dv = dvxi + dvy j + dvzk.
So, v . dv = (vxi + vy j + vzk) . (dvxi + dvy j + dvzk) = vxdvx + vydvy +vzdvz

This integrates to 1/2 vx2 + 1/2 vy2 + 1/2 vz2 , which becomes with the help of the Pythagorean theorem 1/2 (vx2 + vy2 + vz2) = 1/2 v2.


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