AP02 lab manual

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Old Dominion University Physics 231N, Online Lab 1 OLD DOMINION UNIVERSITY PHYS 231 – Asynchronous Online AP02 – PROJECTILE MOTION Submitted By: 1. Brandon Davis 2. Raphael Afrim 3. Submitted on Date 10/01/2023
2 Experiment AP02: Projectile Motion Projectile Motion Experiment AP02 Objective Investigate the x and y-components of a projectile’s path Determine the acceleration due to gravity of a projectile Materials Spreadsheet Program (e.g., Excel) Theory A projectile is an object upon which the only force acting is gravity. There are a variety of examples of projectiles. An object dropped from rest is a projectile. An object that is thrown vertically upward is also a projectile. And an object which is thrown at an angle is also a projectile. A projectile is any object that once projected continues in motion by its own inertia and is influenced only by the downward force of gravity. The kinematic equations are a set of four equations that can be utilized to predict unknown information about an object's motion. The equations can be utilized for any motion that can be described as having a constant acceleration. They can never be used over any time period during which the acceleration is changing. Each of the kinematic equations include four variables. If the values of three of the four variables are known, then the value of the fourth variable can be calculated. In this manner, the kinematic equations provide a useful means of predicting information about an object's motion. The four kinematic equations that describe an object's motion are: x = x i + v i t + 1 2 at 2 (1) x = v i + v f 2 t (2) v f = v i + at (3) v f 2 = v i 2 + 2 ad (4) where x is the objects displacement, t is time, a is acceleration, v i is the initial velocity, and v f is the final velocity. Procedure Part A: Distance Our overall goal of this experiment is to help visualize that a projectile has motion is two separate directions: horizontal and vertical, or x and y . In each direction, the motion is either constant, or it is affected by gravity. Separating an object’s motion into its separate components can be difficult to get used to. We’re also going to again study our favorite constant in physics, the acceleration due to gravity, g.
Old Dominion University Physics 231N, Online Lab 3 We play games that involve throwing objects, all the time. There are billion-dollar sports clubs that rely how well a ball can be thrown. In the real world, when playing these games, we don’t think about the x and y-components of the ball’s path through the air. There just isn’t time. The ball is in the air for, at most, a few seconds. Through thousands of hours of practice, professionals can instinctively interpret the ball’s motion and predict its path. However, if we analyze the motion of the ball, and learn how its motion is affected in each direction, we can find ways to get better and better at our predictions. You won’t need any equipment for this experiment except a spreadsheet program such as Microsoft’s Excel. What we’ll do this time is analyze several pre-recorded videos, data will be provided for you, and it’s up to you to perform the analysis. To analyze the videos, we used an app called Video Physics developed by Vernier. Video Physics works by letting you record a video and then mark the location of an object in the video frame-by- frame. As long as you set the scale of the video accurately, by having a ruler or meter stick in the background for example, then it’s analysis can be surprisingly accurate. This program has been around since at least the early 2000’s, and the app is only $5 on Apple’s App Store. Again, you will not need to purchase this app as we’ll provide the videos and data for you. Video Analysis Watch the video Launch-45.mp4 . This video is provided in Blackboard. In the video, we set up a launcher at a 45° angle and loaded in a plastic ball. Once fired, the ball goes through the air as expected, bounces, and begins a second path through the air, bounces again, and has one more flight path before leaving the edge of the video. The first half is a real-time video, and the second half is a slow-motion version filmed at 240 frames per second (fps). Next, watch the video Launch-45-Data.mp4 . This is a screen recording of the app Video Physics being used. Several things occur in this video: I. We set the scale of the video. Two points are dragged to the ends of a ruler taped to the bottom of the launcher. This lets Video Physics know the real-world size of the video. It lets us know a specific physical distance in a digital recording. Without the scale, the app has no idea the real-world size of the video. II. The origin for our coordinate system is set at the tip of the launcher. This will be a position of (0, 0) in our data. III. A few frames after the ball is launched it is marked and tracked throughout the duration. In every frame, Video Physics locates the ball and attempts to track its motion. This tracking feature is not perfect, and you may notice “jumps” or “spikes” in the data because of this feature. We’ll also notice some “jitter” in the data later. Occasionally, the program will lose track of the object and have to be retracked. It’s still much better, and much faster, than manually tracking the object for every frame. Especially when filming at 240 fps and you would have to manually track it for hundreds of frames. Data Analysis Now that you’ve seen the video, open the data file AP02 – Launch-45.xlsx . In this file is a lot of data. Let’s go over what data is present.
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4 Experiment AP02: Projectile Motion I. There are three sections of data. They are labeled as Initial Launch, 1 st Bounce, and 2 nd Bounce . II. In each section there are three columns: time, X, and Y. The time is measured in seconds and the time from one row to the next is the time between frames of the video. Again, these videos were recorded at 240 fps (1/240 = 0.00417 seconds between frames). X and Y are the position data recorded in meters. III. There is a blank column in each section where you will calculate the y-velocities. Use Excel to create graphs of x-position vs. time and y-position vs. time. (Time on the x-axis and position on the y-axis). Include in these graphs all three sections of the flight (initial, 1 st , and 2 nd bounce). Do not paste in your graphs to this report just yet. We’ll add some more information before pasting them in. Examples Note : When creating graphs, and we mention to create a graph of something vs. something else (e.g., displacement vs. time) this is always written as “y-axis data” vs. “x-axis data” (aka - vertical
Old Dominion University Physics 231N, Online Lab 5 axis vs. horizontal axis). It is standard nomenclature to write it this way and has been for a long time. Do not assume you can swap the axes! One common problem if you swap the axes (e.g., something else vs. something) is that we typically want to know the slope of the graphed data. Swapping the axes gives you the inverse slope (1/slope) of what we want! As you’re adding data, for each section, add it as a separate Series. Be sure to label the axes, add a title for the graph, and a legend. Examples are shown above from a launch at a 0° angle. Each Series of data is a different color, which Excel colors automatically when adding as a separate series. (There’s a reason we’re doing them as separate Series, which will become apparent later.) X-Direction In Excel, if you right-click on a data point within a graph, you can choose an option called Add Trendline. For the x-direction, add a trendline to the initial launch phase of the ball’s path. a) Once you right-click, choose Add Trendline b) Choose a Linear fit c) Check the box for D isplay Equation on Chart . An equation will appear on the graph. Compare the equation that Excel produces with the kinematic equation for an object in motion. What is the x-velocity of the ball in the initial launch? Record your value in Data Table 1. Excel: y = mx + b Kinematic Equation: x = v i t + x i (That kinematic equation is a variation of x = x i + v i t + 1 2 at 2 because a = 0 m/s 2 in the x-direction) Repeat your trendline steps and add a trendline (and display the equations) for each bounce of the ball. This can tell us if the ball slowed down or picked up speed as it bounced along. Y-Direction For the y-direction, add a trendline to your data. a) This time, choose a polynomial fit. b) Make sure the order is 2. (A second order polynomial is a parabola.) c) Check the box for Display Equation on Chart . Compare the equation that Excel produces with the kinematic equation for an object in motion. From the trendline equation, what is the acceleration of the ball? Record your value in Data Table 2. Do this for each bounce as well. Excel: y = a x 2 + bx + c Kinematic Equation: y = 1 2 gt 2 + v i t + y i
6 Experiment AP02: Projectile Motion Y-Velocity In Column D, let’s calculate the Y-velocity of the ball at each point in time. Take the difference in the positions and times from the data point just after the current point and the data point just before the current point. For example, if you want to know the instantaneous velocity at data point 2, v 2 , the velocity can be calculated as v 2 = ( y 3 y 1 ) / ( t 3 t 1 ) This would be written in Excel as ¿ ( C 5 C 3 )/( A 5 A 3 ) (For an explanation of why we use the position and times before/after the data point in question, you can watch an instructional video here: https://www.brightstorm.com/math/calculus/the-derivative/instantaneous-velocity-problem-3/ . Our version of the above equation is equivalent and requires less steps.) Note: Because of this method of using the data points before and after the current point, you cannot calculate a velocity for the first and last data points. Reminder: There are a lot of data points! Excel can do repeated calculations for each point for you and do so very quickly. Repeat these calculations for each bounce of the ball. (Column I and column N.) Create a graph of y-velocity vs. time. Include all three phases as separate Series. Be sure to label the axes and give the graph a title. An example is given below.
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Old Dominion University Physics 231N, Online Lab 7 (The jitter in Video Physics’ tracking is apparent here since the data don’t fall on nice, straight lines.) You’ll quickly notice there are three, discrete sections to this graph. Add a trendline to each set of data on this graph, choose a Linear fit , and display the equation on the chart. Compare the equation that Excel produces with the kinematic equation for an object in motion. Excel: y = mx + b Kinematic Equation: v = ¿ + v 0 What is the acceleration of the ball in set of data? Is it the same or similar? Record your values in Data Table 3. Error Analysis As we’ve seen in several experiments now, one key to science is understanding your confidence in your answer. What kind of error is associated with your calculations? How accurate are you? How precise? Next, we want to know how precise we were in our experiment. There are multiple, and statistically robust, ways to do this. We could launch an object over and over, calculating g many times, and then analyzing the distribution of that data. (This would be similar to we did in experiments 1 and 2.) We could run a Linear Regression on the velocity data using Excel, which is similar to, but more robust than, the basic trendline we added. Instead, we will again introduce a slightly different method from what we have done in previous experiments. You already know that repeated measurements allow you to not only obtain a better idea of the actual value, but also enable you to characterize the uncertainty of your measurement. In
8 Experiment AP02: Projectile Motion experiments 1 and 2 we had a large number of trials, N , but this time the number of trials is small (less than 10). In this case we use the formulae below: Mean ( g avg ) The average of all values of g (the “best” value of g ) g avg = g 1 + g 2 + + g N N Range ( R ) The “spread” of the data set. This is the difference between the maximum and minimum values of g. R = g max g min Uncertainty in a measurement ( ) σ Uncertainty in a single measurement of g . You determine this uncertainty by making multiple measurements. You know from your data that g lies somewhere between g max and g min . σ = R 2 = g max g min 2 Uncertainty in the Mean ( σ avg ) Uncertainty in the mean value of g . The actual value of g will be somewhere in the neighborhood around g avg . This neighborhood of values is the uncertainty in the mean. σ avg = σ N = R 2 N Measured Value ( g ) The final reported value of a measurement of g contains both the average value and the uncertainty in the mean . g = g avg ±σ avg The average value becomes more and more precise as the number of measurements increases. Although the uncertainty of any single measurement is always , the uncertainty in the mean, σ σ avg , becomes smaller (by a factor of 1 / N ) as more measurements are made. Using the information in the table above, calculate your average value of g from all six values you have found during this lab and calculate the uncertainty. Finally, calculate the percent error of your overall average value and the accepted value of g . The most important part of this lab will be to report your findings. Make sure you report g = g avg ±σ avg and the percent error. This is your final value of g, your precision, and your accuracy all stated together.
Old Dominion University Physics 231N, Online Lab 9 Data Tables – Experiment AP02 Data Table 1 X-Velocities X-Velocity Initial Launch 2.13 m/s 1 st Bounce 1.56 m/s 2 nd Bounce 1.57 m/s Data Table 2 Y-Position Graph – Acceleration due to Gravity g Initial Launch 4.98 m/s 2 1 st Bounce 5.07 m/s 2 2 nd Bounce 5.17 m/s 2 Data Table 3 Y-Velocity Graph – Acceleration due to Gravity g Initial Launch -9.95 m/s 2 1 st Bounce -9.99 m/s 2 2 nd Bounce -10.10 m/s 2
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10 Experiment AP02: Projectile Motion Data Table 4 Acceleration due to Gravity Accepted Acceleration Due to Gravity 9.81 m/s 2 45° Angle Average Acceleration due to Gravity g 10.00 m/s 2 Uncertainty in the Mean σ avg 0.04 m/s 2 % Error (Your Average vs. the accepted value) 1.93 % What to Turn In Full Lab Report o Only grading the “ Data & Data Analysis” section. This section is worth 60 points. Data Tables 1-4 Graph of x-position vs time with all three bounces graphed, trendlines added, and equations Graph of y-position vs time with all three bounces graphed, trendlines added, and equations Graph of y-velocity vs time with all three bounces graphed, trendlines added, and equations o Introduction and Conclusion sections are worth 20 points each. These are graded strictly as 0, 10, or 20 points with notes provided for improvements. o On Canvas, in the Content section, see the file “Laboratory Report Guideline” for information on considerations when writing a lab report. o Do not turn in the questions listed below. However, these questions can be used as a guideline for the types of things to consider when writing your report. However, do NOT directly rewrite and answer them. Questions to Consider For your x-position vs time graph, what shape does the data take? Is it linear? Exponential? Is this what you expect for the x-component of a projectile? Which data is the direction the ball travels forwards? X or Y? How can you tell? Sure, you saw the origin set in the Video Physics app, but how does the data support this? Does the ball slow down, speed up, or maintain its x-velocity throughout the video? Compare the three velocities you have and discuss.
Old Dominion University Physics 231N, Online Lab 11 Why is the y-velocity discontinuous and abruptly jump from negative to positive? What is going on here? What is the acceleration of the ball in set of data? Is it the same or similar? Record your values in Data Table 3.