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Name: NerdAPult  An Introductory Projectile Motion Problem Category: Kinematics Date Added: 23 May 2014  02:05 PM Submitter: Flipping Physics Short Description: None Provided An introductory projectile motion problem where you have to break the initial velocity vector in to its components before you can work with it. The NerdAPult is the perfect tool for showing projectile motion. Content Times: 0:02 Introducing the NerdAPult 0:43 Demonstrating the marshmallow capabilities of the NerdAPult 1:18 Reading the problem 2:26 Starting to solve the problem 3:03 What do we do with the initial velocity? 3:45 Solving for the initial velocity in the ydirection 4:27 Solving for the initial velocity in the xdirection 5:13 Deciding which direction to start working with 5:38 Solving for the change in time in the xdirection 6:34 Solving for the displacement in the ydirection 7:54 Proving that our answer is correct 8:58 The Review View Video

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Now that we have dropped the ball into the bucket, we can determine the final velocity of the ball right before it strikes the bucket. Don't forget that velocity is a vector and has both magnitude and direction. Yep, component vector review! Content Times: 0:34 Finding the final velocity in the y direction. 1:52 We need to find the hypotenuse! 2:28 Finding the final velocity in the x direction. 2:57 Finding the magnitude of the final velocity. 4:06 Finding the direction of the final velocity. 5:08 The number answer. 5:52 Visualizing the answer. 6:28 Why is the ball always right below mr.p's hand? 7:07 Doesn't the ball travel farther than mr.p's hand? 7:33 The Review. [url="http://www.flippingphysics.com/projectilemotionproblempart2of2.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/howmany.html"]How Many Attempts did it Really Take?[/url] [url="http://www.flippingphysics.com/theeulermethod.html"]A Brief Look at the Force of Drag using Numerical Modeling (or The Euler Method)[/url] Previous Video: [url="http://www.flippingphysics.com/projectilemotionproblempart1of2.html"](part 1 of 2) An Introductory Projectile Motion Problem with an Initial Horizontal Velocity[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]
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Name: (Part 2 of 2) An Introductory Projectile Motion Problem with an Initial Horizontal Velocity Category: Kinematics Date Added: 22 May 2014  04:57 PM Submitter: Flipping Physics Short Description: None Provided Now that we have dropped the ball into the bucket, we can determine the final velocity of the ball right before it strikes the bucket. Don't forget that velocity is a vector and has both magnitude and direction. Yep, component vector review! Content Times: 0:34 Finding the final velocity in the y direction. 1:52 We need to find the hypotenuse! 2:28 Finding the final velocity in the x direction. 2:57 Finding the magnitude of the final velocity. 4:06 Finding the direction of the final velocity. 5:08 The number answer. 5:52 Visualizing the answer. 6:28 Why is the ball always right below mr.p's hand? 7:07 Doesn't the ball travel farther than mr.p's hand? 7:33 The Review. View Video

 projectile
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This visually confusing tiptotail vector addition problem can be solved just like our previous problems. Give your vectors names, draw a vector diagram, break vectors in to components, redraw the vector diagram, create a data table, add columns and solve using basic trig. Content Times: 0:14 Reading, visualizing, and translating the problem. 1:13 Drawing the vector diagram. 2:06 Breaking vector C in to its components. 3:22 Redrawing the vector diagram (twice). 4:16 Creating the data table. 4:53 Determining the components of the resultant vector, R. 5:33 Solving for vector R. 7:13 Visualizing the entire problem. 7:36 The Review. [url="http://www.flippingphysics.com/complicatedvectoraddition.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/projectilemotion.html"]Introduction to Projectile Motion[/url] Previous Video: [url="http://www.flippingphysics.com/datatable.html"]Using a Data Table to Make Vector Addition Problems Easier[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]

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Name: A Visually Complicated Vector Addition Problem using Component Vectors Category: Kinematics Date Added: 22 May 2014  04:43 PM Submitter: Flipping Physics Short Description: None Provided This visually confusing tiptotail vector addition problem can be solved just like our previous problems. Give your vectors names, draw a vector diagram, break vectors in to components, redraw the vector diagram, create a data table, add columns and solve using basic trig. Content Times: 0:14 Reading, visualizing, and translating the problem. 1:13 Drawing the vector diagram. 2:06 Breaking vector C in to its components. 3:22 Redrawing the vector diagram (twice). 4:16 Creating the data table. 4:53 Determining the components of the resultant vector, R. 5:33 Solving for vector R. 7:13 Visualizing the entire problem. 7:36 The Review. View Video

 confusing
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Any vector addition problem can be made easier by using a data table; no matter how many vectors. Content Times: 0:13 Reviewing the problem. 0:46 Starting the Data Table. 1:13 Filling in the table: Vector A 2:02 Filling in the table: Vector C 2:33 Filling in the table: Vector B 3:11 Finding the Components of the Resultant Vector, R. 3:59 The Review [url="http://www.flippingphysics.com/datatable.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/complicatedvectoraddition.html"]A Visually Complicated Vector Addition Problem using Component Vectors[/url] Previous Video: [url="http://www.flippingphysics.com/introductoryvectoradditionproblem.html"]Introductory Vector Addition Problem using Component Vectors[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]

Name: Using a Data Table to Make Vector Addition Problems Easier Category: Kinematics Date Added: 22 May 2014  04:42 PM Submitter: Flipping Physics Short Description: None Provided Any vector addition problem can be made easier by using a data table; no matter how many vectors. Content Times: 0:13 Reviewing the problem. 0:46 Starting the Data Table. 1:13 Filling in the table: Vector A 2:02 Filling in the table: Vector C 2:33 Filling in the table: Vector B 3:11 Finding the Components of the Resultant Vector, R. 3:59 The Review View Video

A simple, introductory vector addition problem that combines the concepts of vectors, cardinal directions, tiptotail vector addition and component vectors. Content Times: 0:14 Reading and understanding the problem. 1:25 Drawing the Vector Diagram. 2:28 A common mistake about where to place the arrowhead on the Resultant Vector. 3:39 This is NOT a Vector Diagram! 4:34 How NOT to solve the problem. 5:12 Breaking vector B in to its component in the y direction. 6:02 Breaking vector B in to its component in the x direction. 6:52 Redrawing the Vector Diagram using the components of vector B. 7:30 Finding the direction of our Resultant Vector. 8:35 Finding the magnitude of our Resultant Vector. 9:47 Summarizing the entire problem in 27 seconds. 10:19 The review. [url="http://www.flippingphysics.com/introductoryvectoradditionproblem.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/datatable.html"]Using a Data Table to Make Vector Addition Problems Easier[/url] Previous Video: [url="http://www.flippingphysics.com/vectorcomponents.html"]Introduction to Vector Components[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]
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 introductory
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Name: Introductory Vector Addition Problem using Component Vectors Category: Kinematics Date Added: 22 May 2014  04:40 PM Submitter: Flipping Physics Short Description: None Provided A simple, introductory vector addition problem that combines the concepts of vectors, cardinal directions, tiptotail vector addition and component vectors. Content Times: 0:14 Reading and understanding the problem. 1:25 Drawing the Vector Diagram. 2:28 A common mistake about where to place the arrowhead on the Resultant Vector. 3:39 This is NOT a Vector Diagram! 4:34 How NOT to solve the problem. 5:12 Breaking vector B in to its component in the y direction. 6:02 Breaking vector B in to its component in the x direction. 6:52 Redrawing the Vector Diagram using the components of vector B. 7:30 Finding the direction of our Resultant Vector. 8:35 Finding the magnitude of our Resultant Vector. 9:47 Summarizing the entire problem in 27 seconds. 10:19 The review. View Video

 introductory
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Components of Vectors are an important piece to understand how vectors work. In this video we learn how to "break" or "resolve" vectors in to their component pieces. Content Times: 0:14 The example displacement vector d 0:44 Finding the y component of vector d 2:17 Finding the x component of vector d 3:18 What does it mean to be a component of a vector? 4:14 A common question about vector components 4:51 Showing mathematically that the vector components add up to the vector 6:48 Explaining how d in the x direction shows both magnitude and direction 7:57 The Review [url="http://www.flippingphysics.com/vectorcomponents.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/introductoryvectoradditionproblem.html"]Introductory Vector Addition Problem using Component Vectors[/url] Previous Video: [url="http://www.flippingphysics.com/cardinaldirections.html"]How to use Cardinal Directions with Vectors[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]

 Components
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Name: Introduction to Vector Components Category: Kinematics Date Added: 22 May 2014  04:39 PM Submitter: Flipping Physics Short Description: None Provided Components of Vectors are an important piece to understand how vectors work. In this video we learn how to "break" or "resolve" vectors in to their component pieces. Content Times: 0:14 The example displacement vector d 0:44 Finding the y component of vector d 2:17 Finding the x component of vector d 3:18 What does it mean to be a component of a vector? 4:14 A common question about vector components 4:51 Showing mathematically that the vector components add up to the vector 6:48 Explaining how d in the x direction shows both magnitude and direction 7:57 The Review View Video

 Components
 vector

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Many students struggle with understanding Cardinal Directions. So this is a very basic video describing how to use cardinal directions with vectors. Content Times: 0:12 Previous example summary 0:48 Two suggestions for working with Cardinal Directions 1:58 East of North = East "from" North 2:18 The 8 possible direcitons 3:51 Two equivalent ways to describe the same vector 4:51 NE, SE, SW, and NW 5:24 The review [url="http://www.flippingphysics.com/cardinaldirections.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/vectorcomponents.html"]Introduction to Vector Components[/url] Previous Video: [url="http://www.flippingphysics.com/tiptotailvectoraddition.html"]Introductory TiptoTail Vector Addition Problem[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]

 cardinal
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Name: How to use Cardinal Directions with Vectors Category: Kinematics Date Added: 22 May 2014  04:37 PM Submitter: Flipping Physics Short Description: None Provided Many students struggle with understanding Cardinal Directions. So this is a very basic video describing how to use cardinal directions with vectors. Content Times: 0:12 Previous example summary 0:48 Two suggestions for working with Cardinal Directions 1:58 East of North = East "from" North 2:18 The 8 possible direcitons 3:51 Two equivalent ways to describe the same vector 4:51 NE, SE, SW, and NW 5:24 The review View Video

 cardinal
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This is a very basic introductory to TiptoTail Vector Addition Problem using a motorized toy car that I made. I don't just talk about it in a general sense, I actually show the different vectors being added together. Content Times: 0:16 Problem introduction 0:36 Determining the velocity of the track 1:43 Defining our givens 3:08 Visual representation of our vectors 3:56 Slow Velocity Racer on the track 4:20 Drawing the resultant vector 5:03 Mathematically finding the magnitude of the resultant velocity vector 6:28 Mathematically finding the direction of the resultant velocity vector 8:45 Summarizing and understanding our results 9:20 49 + 42 = 65? 10:57 The Review [url="http://www.flippingphysics.com/tiptotailvectoraddition.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/cardinaldirections.html"]How to use Cardinal Directions with Vectors[/url] Previous Video: [url="http://www.flippingphysics.com/vectorsandscalars.html"]Introduction to TiptoTail Vector Addition, Vectors and Scalars[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]
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 tiptotail
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Name: Introductory TiptoTail Vector Addition Problem Category: Kinematics Date Added: 22 May 2014  04:36 PM Submitter: Flipping Physics Short Description: None Provided This is a very basic introductory to TiptoTail Vector Addition Problem using a motorized toy car that I made. I don't just talk about it in a general sense, I actually show the different vectors being added together. Content Times: 0:16 Problem introduction 0:36 Determining the velocity of the track 1:43 Defining our givens 3:08 Visual representation of our vectors 3:56 Slow Velocity Racer on the track 4:20 Drawing the resultant vector 5:03 Mathematically finding the magnitude of the resultant velocity vector 6:28 Mathematically finding the direction of the resultant velocity vector 8:45 Summarizing and understanding our results 9:20 49 + 42 = 65? 10:57 The Review View Video

 tiptotail
 vector

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This is a very basic introduction to TiptoTail Vector Addition using a motorized toy car that I made. Also included is an introduction to Vectors and Scalars, their definitions and some variable examples of Vectors and Scalars. Content Times: 0:11 Slow Velocity Racer! 0:48 Determining the speed of Slow Velocity Racer! 1:55 Which track for Slow Velocity Racer to move the fastest? 2:54 How fast will Slow Velocity Racer move between the two tracks? 3:18 How fast will Slow Velocity Racer move on the top track? 4:03 TiptoTail Vector Addition 5:45 Defining Vectors 6:15 Defining Scalars 6:38 Variable Examples of Vectors 7:02 Variable Examples of Scalars 7:28 Montage of Examples of Scalars 8:18 Defining Magnitude 9:20 Scalars can be negative 9:56 The Review [url="http://www.flippingphysics.com/vectorsandscalars.html"]Want Lecture Notes?[/url] Next Video: [url="http://www.flippingphysics.com/tiptotailvectoraddition.html"]Introductory TiptoTail Vector Addition Problem[/url] Previous Video: [url="http://www.flippingphysics.com/dontdropyourcamera.html"]Don't Drop Your Camera 5.0 Seconds After Liftoff[/url] You can learn about my author cousin, Amy Hassinger @ [url="http://amyhassinger.com"]http://amyhassinger.com[/url] [url="http://www.flippingphysics.com/give.html"]1¢/minute[/url]
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 tiptotail
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Name: Introduction to TiptoTail Vector Addition, Vectors and Scalars Category: Kinematics Date Added: 22 May 2014  04:35 PM Submitter: Flipping Physics Short Description: None Provided This is a very basic introduction to TiptoTail Vector Addition using a motorized toy car that I made. Also included is an introduction to Vectors and Scalars, their definitions and some variable examples of Vectors and Scalars. Content Times: 0:11 Slow Velocity Racer! 0:48 Determining the speed of Slow Velocity Racer! 1:55 Which track for Slow Velocity Racer to move the fastest? 2:54 How fast will Slow Velocity Racer move between the two tracks? 3:18 How fast will Slow Velocity Racer move on the top track? 4:03 TiptoTail Vector Addition 5:45 Defining Vectors 6:15 Defining Scalars 6:38 Variable Examples of Vectors 7:02 Variable Examples of Scalars 7:28 Montage of Examples of Scalars 8:18 Defining Magnitude 9:20 Scalars can be negative 9:56 The Review View Video

 tiptotail
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For those of you who don't know, there is a video section of the Aplus site that features videos of physicsy origin. You can get there by clicking the word "videos" on the top blue bar of the site. http://aplusphysics.com/community/index.php/videos/view340vectordespicableme/ When I first saw this video, it was floating among intense brainteasing physics vids and real life examples of the science. I thought it deserved some defense for its place on the site, so let me explain what this despicable me mini clip has to do with physics. The most notable physicsfeature of the video is that the geeky character's name is Vector, as he explains both verbally and through body language. A vector quantity is a magnitude with direction. For example, velocity is a vector quantity. A velocity of 3 m/s to the right has both units (meters per second) and direction (to the right). 3 m/s alone, a speed, is not a vector quantity because even though it has units, it does not have a direction. We call this a scalar quantity. I hope that explains Vectors joke, "I'm committing crimes with both direction and magnitude!" If he were the evil Dr. Scalar, it would only have magnitude. Haha! Ha. Ha... Ha. ...And I didn't notice this before, but when Vector first comes into the scene he crosses his arms while doing the "vulcan salute," which is actually the nerdfighter salute (You know! Vlogbrothers on youtube). I thought that was really cool. I wonder if it wasn't even supposed to be there in the first place, but some nerdy producer put it in Not familiar with vlogbrothers? Do acquaint yourself via nerd humor: ...Just for the record, my favorite part of the movie is as follows:
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 vlog brothers
 youtube

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Yes I know bowling is kind of boring compared to some of my other posts but there is actually a lot of physics behind it. One of the main topics or concepts behind it is kinematics. Bowling like anything in motion involves kinematics and forces. If you break it down, bowling is all about velocity and direction of that velocity. Often in bowling once you throw the ball you are looking to get a curve. The following is the general path of the ball and where the best spot on the pins is to get a strike. With this slight curve there are changes in velocity of the ball. Because velocity is a vector there is a direction. That direction changes as the ball curve changes. When the ball comes around the curve the velocity is at an angle going towards the gap between the head pin and the one just to the left or right of that depending on whether you are right or left handed. You want to get the curve because with this direction of velocity the ball will angle into the pins and will get you the end result you want. It is easier to get a strike that way then to just throw the ball straight.

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 Kinematics

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