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Browsing Animations: Kinematics 2D

12 Animations


Animate

ballcart01.iwp

A ball is projected vertically from a cart moving horizontally at constant velocity. Why does the ball land in the cart?

Animate

ballcart02.iwp

A ball is projected vertically from a moving cart. Select parameters such that the ball will land in the cart.

Animate

ballcart04.iwp

A ball is projected vertically from a moving cart. Select parameters such that the ball will land in the cart. Velocity vectors are shown on the cart and the ball.

Animate

ballcart02.iwp

A ball is projected vertically from a moving cart. Select parameters such that the ball will land in the cart.

Animate

ballcart04.iwp

A ball is projected vertically from a moving cart. Select parameters such that the ball will land in the cart. Velocity vectors are shown on the cart and the ball.

Animate

clock-02.iwp

The minute and second hands of this clock move at the same rate as those of a normal clock.

Animate

ballcart04.iwp

A ball is projected vertically from a moving cart. Select parameters such that the ball will land in the cart. Velocity vectors are shown on the cart and the ball.

Animate

clock-02.iwp

The minute and second hands of this clock move at the same rate as those of a normal clock.

Animate

dartgun3.iwp

Select the angle of launch of the ball to hit the target.

Animate

clock-02.iwp

The minute and second hands of this clock move at the same rate as those of a normal clock.

Animate

dartgun3.iwp

Select the angle of launch of the ball to hit the target.

Animate

globalcrossing-bk.iwp

Global Crossing (TPT 9-04): Two cars X and Y approach an intersection of two perpendicular roads as shown. The velocities of the cars are vx and vy. At the moment when car X reaches the intersection, the separation between the cars is d. What is the minimum separation between the cars during this motion? (Note that t = 0 is set for the time at which we are given the positions of the two cars.) Click on the graph tab for a graph of separation vs. time.

Animate

dartgun3.iwp

Select the angle of launch of the ball to hit the target.

Animate

globalcrossing-bk.iwp

Global Crossing (TPT 9-04): Two cars X and Y approach an intersection of two perpendicular roads as shown. The velocities of the cars are vx and vy. At the moment when car X reaches the intersection, the separation between the cars is d. What is the minimum separation between the cars during this motion? (Note that t = 0 is set for the time at which we are given the positions of the two cars.) Click on the graph tab for a graph of separation vs. time.

Animate

mgr1-2.iwp

Start the applet. Blue moves in a circle at constant speed. At t=0, Blue releases a green ball. Note the path taken by the ball. 1. At t=0, suppose Blue throws the ball directly opposite his direction of motion. We'll call this 0 deg, measuring angles ccw from the +x axis. What must be the speed of the ball, relative to Blue, so that the ball does not move with respect to the grid? 2. Now Blue's problem (and yours) is to throw the ball with the right speed and angle so the ball intercepts Blue's path when Blue has moved through exactly one-half revolution.

Animate

globalcrossing-bk.iwp

Global Crossing (TPT 9-04): Two cars X and Y approach an intersection of two perpendicular roads as shown. The velocities of the cars are vx and vy. At the moment when car X reaches the intersection, the separation between the cars is d. What is the minimum separation between the cars during this motion? (Note that t = 0 is set for the time at which we are given the positions of the two cars.) Click on the graph tab for a graph of separation vs. time.

Animate

mgr1-2.iwp

Start the applet. Blue moves in a circle at constant speed. At t=0, Blue releases a green ball. Note the path taken by the ball. 1. At t=0, suppose Blue throws the ball directly opposite his direction of motion. We'll call this 0 deg, measuring angles ccw from the +x axis. What must be the speed of the ball, relative to Blue, so that the ball does not move with respect to the grid? 2. Now Blue's problem (and yours) is to throw the ball with the right speed and angle so the ball intercepts Blue's path when Blue has moved through exactly one-half revolution.

Animate

projectile-template-2.iwp

A projectile is launched at an angle from a cliff. A target moves at 0, constant, or uniformly changing velocity. Hit the target with the projectile. Velocity vectors are shown on the projectile.

Animate

mgr1-2.iwp

Start the applet. Blue moves in a circle at constant speed. At t=0, Blue releases a green ball. Note the path taken by the ball. 1. At t=0, suppose Blue throws the ball directly opposite his direction of motion. We'll call this 0 deg, measuring angles ccw from the +x axis. What must be the speed of the ball, relative to Blue, so that the ball does not move with respect to the grid? 2. Now Blue's problem (and yours) is to throw the ball with the right speed and angle so the ball intercepts Blue's path when Blue has moved through exactly one-half revolution.

Animate

projectile-template-2.iwp

A projectile is launched at an angle from a cliff. A target moves at 0, constant, or uniformly changing velocity. Hit the target with the projectile. Velocity vectors are shown on the projectile.

Animate

projectile-template.iwp

A projectile is launched at an angle from a cliff. A target moves at 0, constant, or uniformly changing velocity. Hit the target with the projectile.

Animate

projectile-template-2.iwp

A projectile is launched at an angle from a cliff. A target moves at 0, constant, or uniformly changing velocity. Hit the target with the projectile. Velocity vectors are shown on the projectile.

Animate

projectile-template.iwp

A projectile is launched at an angle from a cliff. A target moves at 0, constant, or uniformly changing velocity. Hit the target with the projectile.

Animate

pursuit-template.iwp

Change the pursuer's x- and y-velocity components to intercept the target. When you are successful, you can make the circle fit inside the square by stepping the animation. Note that there is more than one solution. Try finding the solution for which the pursuer intercepts the target at the right edge of the grid.

Animate

projectile-template.iwp

A projectile is launched at an angle from a cliff. A target moves at 0, constant, or uniformly changing velocity. Hit the target with the projectile.

Animate

pursuit-template.iwp

Change the pursuer's x- and y-velocity components to intercept the target. When you are successful, you can make the circle fit inside the square by stepping the animation. Note that there is more than one solution. Try finding the solution for which the pursuer intercepts the target at the right edge of the grid.

Animate

race-template-2.iwp

Two objects move with zero or uniform acceleration in a straight line starting from different positions. The graph plots position (y) versus time (x).

Animate

pursuit-template.iwp

Change the pursuer's x- and y-velocity components to intercept the target. When you are successful, you can make the circle fit inside the square by stepping the animation. Note that there is more than one solution. Try finding the solution for which the pursuer intercepts the target at the right edge of the grid.

Animate

race-template-2.iwp

Two objects move with zero or uniform acceleration in a straight line starting from different positions. The graph plots position (y) versus time (x).

Animate

vector01.iwp

Vectors A, B, and C are shown in a tip-to-tail arrangement with vector A starting from the origin. Change the components of vector C in order that the sum of the three vectors is 0. Click Reset after entering the coordinates.