Galileo’s equations of constant acceleration: Projectile Motion v2 = v1 + at d = v1t + ½at2 v22 = v12 + 2ad With no air resistance, the path followed by a projectile will be parabolic d = displacement v = velocity a = acceleration t = time subscript 1 = initial time subscript 2 = final time You may also use the equations below (derivations of the aforementioned equations). In many instances, they can save you time, but are not absolutely necessary. Vertical Velocity (Vy) Horizontal Velocity (Vx) Horizontal and vertical components of projectile motion should be treated independently Gravity will cause the vertical component of velocity to decrease during the flight at a rate of 9.81 m/s/s However, horizontal velocity is constant throughout flight. Why? Because we are choosing to ignore the effects of air resistance. vertical velocity = 0 Vertical Motion Vertical Motion Vertical motion of a projectile (e.g., a water balloon that is dropped from the edge of a building) is very predictable dy = v1yt + ½ayt2 v2y = v1y + ayt dy = v1yt + ½ayt2 v2y = v1y + ayt 0m 0m -10 m -10 m -20 m -20 m time position velocity acceleration -30 m time position velocity acceleration 0s -40 m 0s 1s -50 m 1s 2s -60 m 3s -30 m 0 m/s −9.8 m/s2 -40 m −9.8 m/s m/s2 -50 m 2 s −19.6 m −19.6 m/s −9.8 m/s2 -60 m 3 s −44.1 m −29.4 m/s −9.8 m/s2 0m −4.9 m −9.8 1 Another example Another example How high was the cliff? What was dy? How high was the cliff (what was dy)? t = ~ 2 s, and using dy = V1yt + ½ayt2, we learned that: dy = ½ · -9.81m/s2 · 2s2 dy = -19.6 m Perhaps, more importantly, what was V2y? V2y = -9.81m/s2 · 2s = -19.62 m/s, or -44 mph Horizontal Motion Horizontal Displacement The horizontal displacement (dx), or range of a projectile, is the main performance index in numerous athletic contexts. dX = VX × t, allows us to simply consider what factors indluence dX, for a projectile (VX × t). If you want to consider what influences dX, first consider VX. What factors affect VX? Remember, if air resistance is negligible, there is no net force in the horizontal direction (ΣFx = 0; ax = 0) Given the equation: dx = v1xt + ½axt2, we can assume that: dX = VX × t Horizontal Displacement Now, what affects time dX = VX × t? 1. Vertical speed at release: affected by direction and magnitude of force that is associated with release Direction and magnitude of force that is associated with release Some Application With all of this in mind, there are three factors that can be manipulated to influence dx for a projectile. 2. Height of release (if takeoff height = landing height, then tUP = tDOWN) Relative Height of Release Speed of Release Angle of Release tUP tDOWN Which of these factors is most important? 2 What is most important? What is most important? Does increasing height of release always lead to greater dx? dX is most sensitive to speed of release… dx = vx × t Yes, why? dx = vx × t Does increasing speed of release always lead to greater dx? Yes, but again, why? dx = vx × t Does increasing angle of release always lead to greater dx? It depends, why? dx = vx × t Of height, speed, and angle of release, speed is the only factor that can simultaneously and positively affect vX and t What are the performance-related implications of this information? Theory and Practice Theory and Practice How do actual release angles compare to theoretical optima? Long Jump: Positive height of release, so optimal angle should be slightly lower than 45° Shot Put: • Positive height of release, so optimal angle should be slightly lower than 45° • Theoretically optimal angle is about 40-41° • Skilled shot-putters use angles of 31-36° • Close, but why the discrepancy? Theory and Practice Some Practice: The Shot Put How far will the shot travel? Long Jump: Remember: dx = vx × t • Theoretically optimal angle is about 42° • Top long jumpers use angles of 17-23° • Very different. Why the major discrepancy? Case I When traveling at ~10 m/s, there is not enough time to generate a large takeoff angle Long jumpers sacrifice optimal angle to maximize horizontal velocity. speed of release = 12 m/s height of release = 0 m angle of release = 30°° 12 m/s 0m 30°° 3 Some Practice: The Shot Put Some Practice: The Shot Put Use dx = vxt Find appropriate equation for constant acceleration need to know vx and t vx = v cos θ = 12 m/s ⋅ cos 30°° = 10.4 m/s What is total time in the air (tTOT)? If height of release = 0, then tUP = tDOWN and tTOT = tUP + tDOWN What else do we know? For upward part of flight: v2y = v1y + ayt Plug in v1y, v2y, and ay, then solve for t: 0 m/s = 6 m/s + (−9.81m/s2)(tUP) tUP = 0.61 s tTOT will be 2 × tUP: tTOT = 2 × 0.61 s = 1.22 s (Why ?) v1 = vy = v · sin θ = 12 m/s ⋅ sin 30°° = 6 m/s ay = −9.81 m/s2 v2y = 0 m/s dx = vx tTOT = 10.4 m/s × 1.22 s = 12.7 m Some Practice: The Shot Put Some Practice: The Shot Put Lets use a more realistic height of release So, the shot traveled 12.7 m horizontally We still use dx = vxt , but now tUP ≠ tDOWN vx is found the same way as before: vx = v cos θ = 12 m/s ⋅ cos 30°° = 10.4 m/s Case II speed of release = 12 m/s height of release = 2.1 m angle of release = 30°° 12 m/s 30°° 2.1 m and tUP is also the same (using v2 = v1 + at): 0 m/s = 6 m/s + (−9.81m/s2)(tUP) tUP = 0.61 s So how do we calculate tDOWN? We need to find the upward (dUP) and downward (dDOWN) displacements Some Practice: The Shot Put Some Practice: The Shot Put Find another appropriate equation Now calcuate tTOT d = v1t + ½at2 Calculate the upwards displacement: dUP = (6 m/s)(0.61 s) + ½ (−9.81 m/s2)(0.61 s)2 = 1.83 m dDOWN = dUP + ht of release = 1.83 m + 2.1 m = 3.93 m tTOT = tUP + tDOWN = 0.61 s + 0.90 s = 1.51 s and finally, calculate the horizontal displacement: dx = vx tTOT = 10.4 m/s × 1.51 s = 15.7 m So, now the shot travels 15.7 m horizontally but this is in the negative direction, so it is −3.93 m Now find tDOWN: −3.93 m = (0 m/s) tDOWN + ½ (−9.81 m/s2)(tDOWN)2 0.8012 s2 = (tDOWN)2 , so tDOWN = 0.90 s The increased height of release resulted in a 3.0 m (~20%) improvement in performance! 4