Describing Motion
Kinematics: where things are, how fast they go, and who is watching.
Rest, Motion & Frames
Is your phone moving right now? It depends entirely on who is asking.
A cup on your desk is perfectly still. Seen from the Moon it is racing around with the spinning Earth. Both statements are true, and that is the first idea of kinematics.
At rest compared to what?
The everyday definition seems obvious: something is at rest if its position does not change as time passes, and moving if it does. But “position” always means position relative to something. A book on a table keeps its place relative to the room. To an astronaut standing on the Moon, the room, the table and the book are all sweeping through space together.
So rest and motion are not properties of the object alone. They describe a relationship between the object and an observer. Nothing is absolutely at rest or absolutely moving: the Moon moves relative to the book, and the book moves relative to the Moon.
Frames of reference
To pin down where a particle is, we need something to measure from. The usual choice is three mutually perpendicular axes, X, Y and Z, plus a clock to keep time. The particle’s coordinates then locate it, and the clock tells us when.
There is no rule about which frame to pick. Choose whatever makes the description easiest. Sitting in a train, it is natural to attach the axes to your compartment. Then a suitcase on the luggage rack has constant coordinates (unless the train jerks) and is at rest, while stations, poles and trees change their coordinates and are moving. That is exactly why passengers say things like “Lonavala is coming” or “we’ve passed Pune.”
Often the frame is clear from context and nobody bothers to mention it. “The bus is moving but the rickshaw has stopped” obviously means relative to the road. From here on, unless stated, we will assume a suitable frame has been chosen and describe motion within it.
- 1Rest and motion are always relative to an observer.
- 2A frame of reference = coordinate axes + a clock.
- 3In a given frame: unchanging coordinates mean rest; changing coordinates mean motion.
- 4Pick whichever frame makes the problem simplest.
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Distance vs Displacement
The length of the journey versus the arrow from start to finish.
Your fitness tracker and a map app answer two different questions. One asks how far you walked; the other asks how far you are from where you started.
Two ways to measure a trip
Suppose a particle is at point A at time and at point B at time , travelling between them along some winding path. Two quantities describe this trip:
- The distance travelled is the length of the actual path from A to B.
- The displacement is the straight arrow from the starting point A to the finishing point B. Its size is the straight-line separation, and its direction is from start to finish.
Displacement has a magnitude and a direction. Does it also add by the triangle rule? Yes. Slide a coin across a table while someone pushes the table across the room, and the coin’s net displacement relative to the room is the vector sum of the two displacements. So displacement is a vector. Distance only has a size, so it is a scalar.
A jogger runs along a semicircular track of radius 50.0 m, from one end to the other. Find the distance covered and the displacement.
- 1Distance = length of the path; a scalar.
- 2Displacement = straight arrow from initial to final position; a vector.
- 3|displacement| ≤ distance, with equality only for straight-line motion that never turns back.
- 4Return to your starting point and your displacement is zero, however far you went.
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Speed: Average & Instantaneous
A road trip's summary versus what the speedometer says right now.
“We averaged 60 km/h” summarises a whole road trip in one number. The speedometer needle tells a different, moment-by-moment story. Both are speed, measured over different stretches of time.
Average speed
If a particle covers a distance between times and , its average speed over that interval is
Average speed captures the overall quickness of the trip. Think of a 300 km drive that takes 5 hours: you averaged 60 km/h, though you probably crawled through towns, sped on the highway and stopped for chai. The average hides all that detail.
Instantaneous speed
A sprinter leaves the blocks slowly and builds up. To capture how fast she is going at one particular moment , take a short interval from to in which she covers , compute , and then let shrink toward zero. Both and vanish, but their ratio approaches a definite limit, just as in the lesson on derivatives:
Average speed belongs to an interval; instantaneous speed belongs to an instant. When people just say “speed,” they mean the instantaneous kind.
A particle covers distance . Find (a) its average speed from to and (b) its speed at the instant .
Going backwards: distance from speed
If the speed at time is , then in a tiny interval the particle covers . Add up all those little pieces from to :
On a speed–time graph that integral is simply the area under the curve between the two times.
A particle starts from rest and its speed rises steadily to 8 m/s in 4 s. How far does it travel in those 4 s?
A cyclist rides 10 km at 30 km/h, then another 10 km at 60 km/h. What is the average speed for the whole 20 km?
The dimension of speed is and its SI unit is the metre per second (m/s).
- 1Average speed = total distance / total time; it belongs to an interval.
- 2Instantaneous speed ; it belongs to an instant.
- 3Chord slope on an s–t graph = average speed; tangent slope = instantaneous speed.
- 4Area under a v–t graph = distance travelled.
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Velocity & Position Vectors
Speed with a direction, built from the arrow that tracks where you are.
Speed tells you how fast. Velocity tells you how fast and which way, and it is built on displacement, not distance.
Average velocity
If a particle is at A at time and at B at time , its displacement over that interval is the vector . Divide by the elapsed time:
Dividing a vector by a positive number keeps its direction, so average velocity points from A to B. It is a vector.
A wall clock’s minute hand is 6.0 cm long. Find the average velocity of its tip (a) from 3:00 to 3:30 the same afternoon, and (b) from 3:00 pm to 3:30 am the next morning.
Instantaneous velocity
As with speed, we zoom in. Take the displacement in a short interval after time and let the interval shrink:
In a vanishingly short interval the displacement points along the path itself, so velocity is always tangent to the trajectory. And over such a short stretch the chord and the arc are the same length, , so
The magnitude of the velocity is the speed. Unlike the averages, which can be very different, the instantaneous speed and the size of the instantaneous velocity always agree.
A runner completes 8 laps of a 400 m track in 32 minutes, finishing exactly where she began. Find her average speed and average velocity.
- 1: depends only on the endpoints.
- 2 points along the tangent to the path.
- 3|instantaneous velocity| = instantaneous speed, but average velocity and average speed can differ wildly.
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Acceleration
How quickly velocity changes, in size, in direction, or both.
Press the accelerator, hit the brakes, or turn the steering wheel. Each one changes your velocity, and so each one is an acceleration.
When velocity changes
A particle whose velocity stays the same as time passes is in uniform motion. If the velocity changes, the particle is accelerating. Velocity is a vector, so it can change in three ways: in size, in direction, or in both.
If the velocity is at time and at , the average acceleration over that interval is
Like average velocity, it uses only the two end values; how the velocity varied in between does not enter. Shrink the interval to get the instantaneous acceleration, usually just called the acceleration:
Signs on a straight line
On a straight line, choose it as the x-axis. Position is a single coordinate , and
A positive means moving toward +x; negative means toward −x. The same goes for . Whether the particle speeds up or slows down depends on how the two signs compare:
- and with the same sign → speed increases.
- and with opposite signs → speed decreases. We call this deceleration.
Deceleration is just acceleration pointing against the motion. An acceleration of 2.0 m/s² toward the east is exactly the same thing as a deceleration of 2.0 m/s² toward the west.
A particle moves along the x-axis with , where in SI units A = 2, B = −3, C = 4 and D = 1. Find (a) the dimensions of A, B, C, D, (b) the velocity and (c) the acceleration at t = 3 s, (d) the average velocity and (e) the average acceleration from t = 0 to t = 3 s.
- 1; any change in speed or direction means acceleration.
- 2On a line: .
- 3Same signs for v and a: speeding up. Opposite signs: slowing down (deceleration).
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Equations of Motion
Three equations that solve every straight-line, constant-acceleration problem.
If the acceleration never changes, the whole future of a straight-line motion is fixed by just two numbers: where it starts moving from and how fast. Three short equations do all the work.
Setting up
Put the line of motion along the x-axis, start the clock at and, usually, put the origin where the particle is at that moment. Let the acceleration be constant, the velocity at be , and the velocity at time be .
Deriving the equations
Reveal each step to see where the equations come from. Only the calculus of the previous chapter is needed.
Signs carry direction: , , and are each positive or negative according to whether they point along +x or −x.
A trolley moving at 3.0 m/s along +x picks up speed at a constant 0.40 m/s². (a) How far does it go in the next 5.0 s? (b) How long until it reaches 9.0 m/s? (c) How far has it gone by then?
A particle starts with velocity and constant acceleration . (a) Find its displacement during the last 1 second of a -second journey. (b) Evaluate for u = 4 m/s, a = 3 m/s², t = 8 s.
An archer draws an arrow back 0.50 m. When released, the string pushes it over that 0.50 m and it leaves at 40 m/s. Assuming constant acceleration during the push, how large is it?
- 1Constant a: , , .
- 2Pick the equation that skips the quantity you don’t know or don’t need.
- 3Signs encode direction; x is position, not distance travelled.
- 4Slope of v–t = a; area under v–t = displacement.
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Free Fall
Drop it, throw it up: gravity runs the same equations every time.
The most familiar constant acceleration of all is right under your feet. Drop anything, and gravity applies the same equations of motion every single time.
Falling is constant acceleration
Ignore air resistance and let go of an object near the Earth’s surface. It falls along a vertical straight line with an acceleration that points straight down and is very nearly constant, as long as the height involved is tiny compared with the Earth’s radius (about 6400 km). Its magnitude is about 9.8 m/s² (or 32 ft/s²), and it gets its own symbol, .
Because is constant, the three equations from the previous lesson apply directly. Only the signs need care, and they depend on which way you call positive.
In both, is the coordinate measured from the starting point (y = 0 at t = 0), is the initial velocity and the velocity at time t, each with the sign set by your chosen convention.
A ball is tossed straight up at 6.0 m/s. Taking g = 10 m/s², how high does it rise?
A stone is dropped (u = 0) from a 20 m roof. When does it land and how fast is it going? Use g = 10 m/s².
- 1Near Earth (no air resistance), everything falls with the same constant acceleration g ≈ 9.8 m/s² downward.
- 2Choose a positive direction and stick with it; g gets a minus sign if upward is positive.
- 3Maximum height above the launch point: ; time to get there: .
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Motion in a Plane
Two straight-line problems wearing a trench coat.
Motion in two dimensions looks complicated, but it hides a simplification: what happens along x has nothing to do with what happens along y.
Coordinates in a plane
When a particle is free to move in a plane, call it the x–y plane and pick any two perpendicular directions in it as the axes. Start the clock at a convenient moment and put the origin where the particle is at t = 0. Its position at any time is then fully specified by the pair .
Between and the particle moves from to , so its displacement splits into two perpendicular parts:
Differentiating once more gives the acceleration, component by component:
The big idea: split it in two
The relations between , , are exactly the straight-line relations from earlier. The same is true for , , . So if the acceleration is constant, each axis obeys its own set of equations:
a is drawn at 2× scale
A particle starts at the origin moving at 6.0 m/s along +x. It has a constant acceleration of 2.5 m/s² directed at 53° to the x-axis. Find its velocity and position at t = 2.0 s. (Use cos 53° ≈ 0.6, sin 53° ≈ 0.8.)
- 1In a plane, treat x and y as two separate straight-line motions sharing one clock.
- 2Resolve u and a into components, apply the 1D equations on each axis, then recombine.
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Projectile Motion
Launch angles, ranges and heights: explore every arc a ball can trace.
A cricket ball, a water fountain, a long jumper: anything launched at an angle traces the same family of curves. They are all one horizontal motion and one vertical motion, running side by side.
What makes a projectile
Throw something at an angle near the Earth’s surface and it follows a curved path. Such an object is a projectile. We will assume it stays close to the ground and that air resistance is negligible. Then its acceleration is constant: , straight down. So projectile motion is just motion in a plane with constant acceleration, exactly what the previous lesson handled.
Splitting the motion
Put the origin at the launch point, the x-axis horizontal and the y-axis vertically up, and start the clock at launch. With launch speed at angle :
Horizontal: steady
With no horizontal acceleration, the horizontal velocity never changes:
Vertical: thrown straight up
Vertically it is exactly a ball thrown straight up with speed :
Three results worth knowing
Time of flight
It lands when again: . One root, , is the launch. The other is the landing:
Range
Horizontal distance covered in that time, using :
Maximum height
At the top the velocity is momentarily horizontal, so , which happens at (3.24), exactly half the time of flight. The climb and the fall take equal times. Substituting:
A football is kicked at 20 m/s, 30° above the horizontal. Find T, R and H. Take g = 10 m/s².
- 1Horizontal motion: constant velocity u cos θ. Vertical motion: free fall starting at u sin θ.
- 2.
- 3Maximum range at 45°; complementary angles share a range; the path is a parabola.
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Changing Frames
Rivers, rain and moving trains: velocities as seen by different observers.
Position, velocity and acceleration all depend on who is measuring. This lesson gives the rules for translating between observers, and explains why you tilt your umbrella when you run through rain.
Positions in two frames
Let frames S and S′ watch the same particle P. The frames may be moving relative to each other. With O and O′ their origins, the position of P relative to S is and relative to S′ is , while the position of S′ itself (its origin) relative to S is . The triangle rule links them:
Velocities in two frames
Differentiate (3.26) with respect to time:
The velocity of the particle relative to S is its velocity relative to S′ plus the velocity of S′ relative to S. Rearranged, it answers the everyday question “how fast is A moving as seen from B?”:
Two everyday cases. A rifle fires bullets at 80 m/s relative to the rifle. Mounted on a train moving at 25 m/s and fired forward, the bullet moves at 80 + 25 = 105 m/s relative to the ground. And a swimmer who manages 1.5 m/s in still water (that is, relative to the water) swimming with a 1.0 m/s current moves at 2.5 m/s relative to the bank.
A swimmer can swim at 1.2 m/s in still water. She crosses a river flowing at 0.9 m/s, always keeping her body pointed straight across (perpendicular to the current, relative to the water). What is her velocity relative to the bank?
Rain falls vertically at 12 km/h. You walk along a level road at 5 km/h. Find the velocity of the rain relative to you.
Accelerations in two frames
Differentiate once more:
If S′ moves relative to S at constant velocity, then and . Observers drifting past each other uniformly disagree about positions and velocities, but they agree about accelerations. That fact will become the foundation of Newton’s laws in the chapters ahead.
- 1, and the same pattern for velocity and acceleration.
- 2Velocity of 1 relative to 2: (both measured in a common frame).
- 3Frames moving uniformly relative to each other measure the same acceleration.
- 4Valid for translating frames at everyday speeds (far below the speed of light).