Kinematics - projectile motion and motion graphs

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DP Physics

Kinematics: The Analysis of Motion

Have you seen a well-kicked football? Have you seen a car increase its velocity as it enters a highway? Have you experimented and timed how long it takes an object to fall from your hand to the ground? These examples all involve motion, and an area of study known as kinematics can help us explain this.

One thing to note is that kinematics is not about the forces involved in the motion. Kinematics is purely about describing motion: the starting point (initial point), velocity, acceleration (increasing/decreasing), distance, and travel duration.

Think of kinematics as the language needed to describe motion before you can understand the reasons for the motion.

Scalars and Vectors: The Difference That Matters

Before we get into the details of motion, it is important to understand that, in physics, there are two types of quantities.

Scalar Quantities

Number and unit only — no direction.

Examples: distance, speed, time, mass, energy

"I ran 5 kilometers" or "the test lasted 45 minutes"

Vector Quantities

Magnitude AND direction.

Examples: displacement, velocity, acceleration, force

"I walked 3 meters north"

In illustrations, vectors are shown as arrows. In writing, vectors are typically indicated by boldface print (v) or by an arrow above the symbol.

Distance and Displacement

Distance

Total path length covered

Does not take direction into account

Always positive and never decreases

Example: Walk 10 m forward, 5 m back → distance = 15 m

Displacement

Change in position (straight line from start to end)

Vector quantity

Example: Walk 10 m forward, 5 m back → displacement = 5 m forward

Example: Run one complete lap around a 400 m track:

  • Distance = 400 m
  • Displacement = 0 m (ended where you started)

Speed and Velocity

Speed

How fast something is moving

Scalar quantity

Speed = total distance ÷ total time

Velocity

Speed with direction

Vector quantity

Velocity = displacement ÷ time

Important: Driving at constant speed around a circular track means speed stays constant, but velocity is always changing because direction changes.

After one lap: average velocity = 0 (displacement = 0), but average speed ≠ 0.

What is Acceleration?

a = (v − u) ÷ t

u = initial velocity, v = final velocity, t = time

SI unit: m/s² (meters per second squared)

Acceleration is the rate at which velocity changes.

Acceleration includes:

  • Increasing speed → positive acceleration
  • Decreasing speed → negative acceleration (deceleration)
  • Changing direction at constant speed → acceleration

Example: A car moving around a corner at 40 km/h is accelerating because direction is changing.

The SUVAT Equations: Your Motion Toolkit

When acceleration is constant, these five variables and four equations can be used to predict motion.

s = displacement
u = initial velocity
v = final velocity
a = acceleration
t = time
v = u + at
s = ut + ½at²
v² = u² + 2as
s = ½(u + v)t

Example: A car starts from rest (u = 0). How far does it travel if it accelerates at 3 m/s² for 6 seconds? What is the final velocity?

v = u + at = 0 + (3)(6) = 18 m/s

s = ut + ½at² = 0 + ½(3)(6)² = ½(3)(36) = 54 m

Important: These equations are ONLY valid for constant acceleration.

Motion Graphs: Visualizing Movement

Displacement-Time Graphs

Slope = velocity

  • Horizontal line → object not moving (v = 0)
  • Diagonal line → constant velocity
  • Steeper slope → higher velocity
  • Curve → changing velocity (acceleration)

Velocity-Time Graphs

Slope = acceleration

Area under curve = displacement

  • Horizontal line → constant velocity (a = 0)
  • Straight line with positive slope → constant acceleration
  • Straight line with negative slope → constant deceleration

Example: Graph from 0 to 20 m/s in 5 seconds:

a = (20 - 0) ÷ 5 = 4 m/s²

s = ½ × base × height = ½ × 5 × 20 = 50 m

Acceleration-Time Graphs

Area under graph = change in velocity

Constant acceleration appears as a horizontal line.

Free Fall: Gravity in Action

Near Earth's surface, acceleration due to gravity is approximately 9.81 m/s² (symbol: g).

Key fact: Without air resistance, all objects fall at the same rate regardless of weight (demonstrated by astronauts on the Moon).

Sign convention:

  • Upward positive: a = -g = -9.81 m/s²
  • Downward positive: a = +g = +9.81 m/s²

Be consistent throughout the problem.

Example: Throw a ball straight up at 25 m/s. How high does it go? (g = 10 m/s²)

At maximum height, v = 0:

v² = u² + 2as → 0 = 25² + 2(-10)s → 0 = 625 - 20s → s = 31.25 m

Projectile Motion: Two-Dimensional Motion

The key concept for solving projectile problems is to treat horizontal and vertical movements separately.

Horizontal (x-direction)

No acceleration (ignoring air resistance)

Constant velocity

vₓ = u cos θ

x = (u cos θ)t

Vertical (y-direction)

Constant downward acceleration (a = −g)

uᵧ = u sin θ

All SUVAT equations apply

Important Projectile Formulas

H = (u² sin² θ) ÷ (2g)
Maximum Height
T = (2u sin θ) ÷ g
Time of Flight
R = (u² sin 2θ) ÷ g
Horizontal Range

Optimal angle for maximum range: θ = 45° (since sin 90° = 1)

Example: Ball kicked at 20 m/s at 30° above horizontal. (g = 10 m/s²)

uᵧ = 20 sin 30° = 20 × 0.5 = 10 m/s

H = (10)² ÷ (2 × 10) = 100 ÷ 20 = 5 m

uₓ = 20 cos 30° = 20 × 0.866 = 17.32 m/s

T = (2 × 10) ÷ 10 = 2 s

R = 17.32 × 2 = 34.64 m

Relative Velocity

Depending on your reference frame, motion can appear different.

If object A has velocity vₐ and object B has velocity vᴃ:

Velocity of A relative to B = vₐ − vᴃ

Same direction: subtract speeds

Two cars at 90 km/h and 70 km/h → relative velocity = 20 km/h

Opposite direction: add speeds

Two trains at 60 km/h and 50 km/h → relative velocity = 110 km/h

Example: You are on a train moving east at 25 m/s. Another train moving east at 30 m/s passes you.

Relative velocity = 30 − 25 = 5 m/s east

The other train appears to move at 5 m/s.