Welcome to Kinematics: The Language of Motion!

Hello future Physicists! We are starting the foundational chapter of the "Space, time and motion" section: Kinematics. Don't worry if Physics seems intimidating—Kinematics is simply the study of how objects move, *without* worrying about what causes the motion (that’s for the next chapter, Dynamics!).


Understanding Kinematics is like learning the alphabet before writing a novel. Mastering these concepts—like speed, velocity, and acceleration—will give you the tools to analyze everything from a car driving down the road to a satellite orbiting the Earth. Let's dive in!


1. Defining Motion: Scalars and Vectors

In Physics, we must be very precise about the quantities we measure. All quantities fall into one of two categories:

1.1 Scalar Quantities

A scalar quantity is defined completely by its magnitude (size) alone. It does not include direction.

  • Examples: Distance, Speed, Time, Mass, Energy.

1.2 Vector Quantities

A vector quantity requires both magnitude and direction for a full description. When using vectors, direction (like North, South, Up, or Down) is essential and must be specified.

  • Examples: Displacement, Velocity, Acceleration, Force.

Analogy: Imagine a recipe (a scalar) versus a treasure map (a vector). The recipe tells you how much flour (magnitude). The treasure map tells you how far and in which direction to walk (magnitude and direction).

1.3 Distance vs. Displacement

a) Distance (\(d\))

Distance is the total length of the path travelled. It is a scalar quantity.

  • Example: If you walk 5 m East and then 3 m West, the total distance travelled is 5 m + 3 m = 8 m.
b) Displacement (\(\vec{s}\) or \(\Delta \vec{x}\))

Displacement is the change in the object's position, measured by the shortest straight-line distance from the starting point to the final point. It is a vector quantity.

  • Example: If you walk 5 m East (+5 m) and then 3 m West (-3 m), your final displacement is 5 m - 3 m = 2 m East.
Key Takeaway:

Displacement only cares about where you start and where you end. Distance cares about every step in between.


2. Describing Motion: Speed and Velocity

How fast an object is moving is described using speed and velocity. They are often used interchangeably in everyday language, but in physics, they have distinct definitions.

2.1 Speed (\(v\))

Speed is the rate at which distance is covered. It is a scalar quantity.

  • Formula:
    \[\text{Average Speed} = \frac{\text{Distance travelled}}{\text{Time taken}}\]
  • Units: meters per second (\(\text{m\,s}^{-1}\) or \(\text{m/s}\)).

Real-World Example: The reading on your car's speedometer tells you your instantaneous speed—the speed at that exact moment.

2.2 Velocity (\(\vec{v}\))

Velocity is the rate of change of displacement. It is a vector quantity.

  • Formula:
    \[\vec{v} = \frac{\Delta \vec{x}}{\Delta t} = \frac{\text{Displacement}}{\text{Time taken}}\]
  • Units: meters per second (\(\text{m\,s}^{-1}\)).

2.3 Average vs. Instantaneous

When solving problems, we usually calculate average velocity over a time period (\(\Delta t\)). However, in graphs and real-world scenarios, instantaneous velocity (velocity at a specific moment in time) is often the focus.

Quick Review: Speed vs. Velocity
  • A race car completes a lap (starting and ending at the same point).
  • It has travelled a large distance, so its average speed is high.
  • However, since its final displacement is zero (it returned to its start), its average velocity is zero!

3. Changing Motion: Acceleration

If an object's velocity changes, we say it is accelerating. This is the last foundational concept we need for Kinematics.

3.1 Definition of Acceleration (\(\vec{a}\))

Acceleration is the rate of change of velocity. It is a vector quantity.

  • Formula:
    \[\vec{a} = \frac{\text{Change in Velocity}}{\text{Time taken}} = \frac{v_{final} - v_{initial}}{t}\]
  • Units: meters per second squared (\(\text{m\,s}^{-2}\) or \(\text{m/s}^2\)).

3.2 The Direction of Acceleration

This is often a point of confusion! Acceleration is not just speeding up; it occurs whenever velocity changes—in magnitude or direction.

  • If velocity and acceleration point in the same direction, the object speeds up.
  • If velocity and acceleration point in opposite directions, the object slows down (this is often called deceleration).
Common Mistake to Avoid!

A negative acceleration (\(a < 0\)) does NOT automatically mean the object is slowing down.

Example: If a car is travelling West (which we define as the negative direction) and it accelerates further West, its velocity becomes more negative, meaning it is speeding up, even though the acceleration value is negative.

Key Takeaway:

Acceleration requires a vector change. This means changing speed (magnitude) or changing direction (like in circular motion, which we will see later).


4. Analyzing Motion: Graphs (HL and SL Foundation)

Graphs are the most powerful tool in Kinematics. Being able to interpret and sketch Position-Time (\(x-t\)) and Velocity-Time (\(v-t\)) graphs is non-negotiable for success.

4.1 Position-Time (\(x-t\)) Graphs

These graphs show where an object is located at any given time.

  • Slope (Gradient): The slope of the \(x-t\) graph gives the velocity (\(v\)).
  • A straight, horizontal line means zero velocity (the object is stationary).
  • A straight, diagonal line means constant velocity.
  • A curved line means changing velocity, hence acceleration.

4.2 Velocity-Time (\(v-t\)) Graphs

These graphs are arguably the most important because they link all three quantities.

  • Slope (Gradient): The slope of the \(v-t\) graph gives the acceleration (\(a\)).
  • Area under the Curve: The area between the curve and the time axis gives the displacement (\(\Delta x\)). (Note: Area below the axis is negative displacement).
  • A horizontal line means constant velocity (zero acceleration).
  • A straight, diagonal line means constant acceleration.

4.3 Acceleration-Time (\(a-t\)) Graphs

These graphs are generally simple in introductory Kinematics, often showing constant acceleration (a horizontal line).

  • Area under the Curve: The area gives the change in velocity (\(\Delta v\)).
Memory Aid: The PVA Chain

To move DOWN the chain (from Position to Velocity to Acceleration), you find the Slope.

To move UP the chain (from Acceleration to Velocity to Position), you find the Area.

Key Takeaway:

The \(v-t\) graph is your best friend. Its slope tells you about acceleration, and its area tells you about displacement.


5. Problem Solving: The Kinematic Equations

When acceleration is constant (which is true for most problems in this section), we can use a set of powerful equations derived from the definitions and graphical analysis.

IMPORTANT CONDITION: These equations only work if the acceleration (\(a\)) is constant!

5.1 The Variables (UASVT)

We use five variables, and if you know any three, you can find the remaining two:

  • \(s\): Displacement (m)
  • \(u\): Initial velocity (\(\text{m\,s}^{-1}\))
  • \(v\): Final velocity (\(\text{m\,s}^{-1}\))
  • \(a\): Constant acceleration (\(\text{m\,s}^{-2}\))
  • \(t\): Time (s)

5.2 The Equations of Motion

1.
\[v = u + at\] (Use this if displacement \(s\) is not involved or required.)

2.
\[s = ut + \frac{1}{2}at^2\] (Use this if final velocity \(v\) is not involved or required.)

3.
\[v^2 = u^2 + 2as\] (Use this if time \(t\) is not involved or required.)

4.
\[s = \frac{(u+v)}{2}t\] (Derived from the definition of average velocity, useful for checks.)

5.3 Step-by-Step Problem Solving Guide

When tackling a kinematics problem, follow these steps:

  1. Identify: Write down all known variables (\(s, u, v, a, t\)) and the variable you need to find.
  2. Define Direction: Establish a positive direction (e.g., Up is positive, Down is negative). Remember that \(s, u, v,\) and \(a\) are vectors, so their signs matter!
  3. Select: Choose the kinematic equation that contains your known variables and the single unknown variable you are looking for.
  4. Calculate: Substitute the values and solve for the unknown.
  5. Check: Does the answer make sense? (e.g., if you dropped a ball, should the acceleration be negative or positive depending on your sign convention?)

6. The Special Case: Motion Under Gravity (Free Fall)

One of the most common applications of constant acceleration is free fall, which is the motion of an object only under the influence of the gravitational force.

6.1 Gravitational Acceleration (\(g\))

Near the surface of the Earth, the acceleration due to gravity is effectively constant, neglecting air resistance. We call this constant \(g\).

  • Value: \(\mathbf{g} \approx 9.81 \, \text{m\,s}^{-2}\) (Your IB data booklet will specify the exact value to use).
  • Direction: \(g\) always acts vertically downwards.

6.2 Applying Kinematic Equations to Free Fall

When solving vertical motion problems, we replace the general acceleration \(a\) with \(g\). You must be careful with the signs!

Example Scenario: A ball is thrown vertically upwards.

Let's define UP as positive (+).

  • Initial velocity \(u\) is positive.
  • Acceleration \(a\) is \(-g\) (since gravity pulls down, opposite to the positive direction), so \(a = -9.81 \, \text{m\,s}^{-2}\).
  • At the highest point, the velocity \(v\) is momentarily zero.
  • When the ball falls back down, its displacement \(s\) starts decreasing (becoming less positive or negative).
Did You Know?

Galileo Galilei is credited with the modern understanding of free fall. He proposed that, in a vacuum, two objects of different masses dropped from the same height will hit the ground simultaneously. This demonstrated that the acceleration due to gravity is independent of mass.

Key Takeaway:

Motion under gravity is just constant acceleration motion, but the acceleration is fixed at \(g\). Always establish a clear positive/negative convention before starting calculations!

You've successfully covered the core concepts of Kinematics! Remember to practice using the graphs and the UASVT equations. Keep going—you're doing great!