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Galileo’s equations of constant acceleration:

v2 = v1 + at Projectile Motion
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 However, horizontal velocity is constant
motion should be treated independently throughout flight. Why?
Gravity will cause the vertical component of Because we are choosing to ignore the effects of
velocity to decrease during the flight at a rate of air resistance.
9.81 m/s/s

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 dy = v1yt + ½ayt2
predictable v2y = v1y + ayt
0m 0m
dy = v1yt + ½ayt2
-10 m -10 m
v2y = v1y + ayt
-20 m -20 m

time position velocity acceleration -30 m time position velocity acceleration -30 m

0s -40 m 0s 0m 0 m/s −9.8 m/s2 -40 m

1s -50 m 1s −4.9 m −9.8 m/s −9.8 m/s2 -50 m

2s -60 m 2 s −19.6 m −19.6 m/s −9.8 m/s2 -60 m

3s 3 s −44.1 m −29.4 m/s −9.8 m/s2

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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 dX = VX × t, allows us to simply consider what
range of a projectile, is the main factors indluence dX, for a projectile (VX × t). If you
performance index in numerous want to consider what influences dX, first consider
athletic contexts. VX. What factors affect VX?

Remember, if air resistance is


negligible, there is no net force in Direction and
the horizontal direction magnitude of force
(ΣFx = 0; ax = 0) that is associated
with release
Given the equation: dx = v1xt + ½axt2,
we can assume that: dX = VX × t

Horizontal Displacement Some Application


Now, what affects time dX = VX × t? With all of this in mind, there are
three factors that can be
1. Vertical speed at release: affected by direction and
manipulated to influence dx for a
magnitude of force that is associated with release
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?

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What is most important? What is most important?
Does increasing height of release always lead to dX is most sensitive to speed of release…
greater dx?
dx = vx × t
Yes, why? dx = vx × t

Does increasing speed of release always lead to Of height, speed, and angle of release, speed is the
greater dx? only factor that can simultaneously and positively
Yes, but again, why? dx = vx × t affect vX and t

Does increasing angle of release always


lead to greater dx? What are the performance-related
implications of this information?
It depends, why? dx = vx × t

Theory and Practice Theory and Practice


How do actual release angles compare to Long Jump:
theoretical optima? 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° Case I
• Top long jumpers use angles of 17-23°
speed of release = 12 m/s
• Very different. Why the major discrepancy? height of release = 0 m
angle of release = 30°°
When traveling at ~10 m/s, there is not enough time to
generate a large takeoff angle 12 m/s

30°°
Long jumpers sacrifice optimal angle to maximize 0m

horizontal velocity.

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Some Practice: The Shot Put Some Practice: The Shot Put
Use dx = vxt need to know vx and t Find appropriate equation for constant acceleration
vx = v cos θ = 12 m/s ⋅ cos 30°° = 10.4 m/s v2y = v1y + ayt
What is total time in the air (tTOT)? Plug in v1y, v2y, and ay, then solve for t:
If height of release = 0, then tUP = tDOWN 0 m/s = 6 m/s + (−9.81m/s2)(tUP)
and tTOT = tUP + tDOWN
tUP = 0.61 s
What else do we know?
tTOT will be 2 × tUP: tTOT = 2 × 0.61 s = 1.22 s (Why ?)
For upward part of flight:
v1 = vy = v · sin θ = 12 m/s ⋅ sin 30°° = 6 m/s dx = vx tTOT = 10.4 m/s × 1.22 s = 12.7 m
v2y = 0 m/s ay = −9.81 m/s2 So, the shot traveled 12.7 m horizontally

Some Practice: The Shot Put Some Practice: The Shot Put
We still use dx = vxt , but now tUP ≠ tDOWN
Lets use a more realistic height of release
vx is found the same way as before:
Case II
vx = v cos θ = 12 m/s ⋅ cos 30°° = 10.4 m/s
speed of release = 12 m/s
and tUP is also the same (using v2 = v1 + at):
height of release = 2.1 m
angle of release = 30°° 0 m/s = 6 m/s + (−9.81m/s2)(tUP)

12 m/s tUP = 0.61 s


30°° So how do we calculate tDOWN?
2.1 m 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 tTOT = tUP + tDOWN = 0.61 s + 0.90 s = 1.51 s
Calculate the upwards displacement: and finally, calculate the horizontal displacement:
dUP = (6 m/s)(0.61 s) + ½ (−9.81 m/s2)(0.61 s)2 = 1.83 m dx = vx tTOT = 10.4 m/s × 1.51 s = 15.7 m
dDOWN = dUP + ht of release = 1.83 m + 2.1 m = 3.93 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: The increased height of release resulted in a


−3.93 m = (0 m/s) tDOWN + ½ (−9.81 m/s2)(tDOWN)2 3.0 m (~20%) improvement in performance!
0.8012 s2 = (tDOWN)2 , so tDOWN = 0.90 s

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