Home > Courses > 1P21_Sternin > Kinematics Introduction Kinematics: motion in one and two dimensions Displacement is a vector graphical vector addition: tail-to-tip vs. parallelogram methods Ex: geographical direction Ex: an interactive vector calculator Algebra of vectors Ex: sum gives no displacement at all subtraction is a form of addition multiplication by a scalar Ex: forces are vectors, too unit vectors define a coordinate system resolving vectors into scalar components Ex: a diving whale a mathematical detour relating vectors and their scalar components Ex: displacement of a football player adding vectors via components (or this) Ex: displacement of a basketball player Time dependence: speed, velocity, and acceleration average speed and velocity Ex: two runners Ex: getting to Brock U graphical representation of motion: uniform velocity and non-uniform velocity Ex: uniform circular motion acceleration vs. deceleration Ex: displacement of an accelerating boat Ex: an accelerating spacecraft Ex: car stopping distance is proportional to V02 Ex: baseball thrown upwards Ex: a diver problem Antigravity average vs. instantaneous velocity Kinematics in 2D superposition principle: x-motion is independent of y-motion Ex: two balls falling, or a coin and a feather Ex: dropping a lifeboat (projectile motion) Ex: pitcher's mound Ex: a daredevil jumping over buses maximum range (ballistics) Dynamics Work and energy Rotational motion Linear and angular momentum