Engineering Mechanics
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Two-Dimensional Rotational Kinematics Rigid Bodies
Rigid Bodies A rigid body is an extended object in which the Two-Dimensional Rotational distance between any two points in the object is Kinematics constant in time. Springs or human bodies are non-rigid bodies. 8.01 W10D1 Rotation and Translation Recall: Translational Motion of of Rigid Body the Center of Mass Demonstration: Motion of a thrown baton • Total momentum of system of particles sys total pV= m cm • External force and acceleration of center of mass Translational motion: external force of gravity acts on center of mass sys totaldp totaldVcm total FAext==mm = cm Rotational Motion: object rotates about center of dt dt mass 1 Main Idea: Rotation of Rigid Two-Dimensional Rotation Body Torque produces angular acceleration about center of • Fixed axis rotation: mass Disc is rotating about axis τ total = I α passing through the cm cm cm center of the disc and is perpendicular to the I plane of the disc. cm is the moment of inertial about the center of mass • Plane of motion is fixed: α is the angular acceleration about center of mass cm For straight line motion, bicycle wheel rotates about fixed direction and center of mass is translating Rotational Kinematics Fixed Axis Rotation: Angular for Fixed Axis Rotation Velocity Angle variable θ A point like particle undergoing circular motion at a non-constant speed has SI unit: [rad] dθ ω ≡≡ω kkˆˆ (1)An angular velocity vector Angular velocity dt SI unit: −1 ⎣⎡rad⋅ s ⎦⎤ (2) an angular acceleration vector dθ Vector: ω ≡ Component dt dθ ω ≡ magnitude dt ω >+0, direction kˆ direction ω < 0, direction − kˆ 2 Fixed Axis Rotation: Angular Concept Question: Angular Acceleration Speed 2 ˆˆd θ Object A sits at the outer edge (rim) of a merry-go-round, and Angular acceleration: α ≡≡α kk2 object B sits halfway between the rim and the axis of rotation. -
1.2 Rules for Translations
1.2. Rules for Translations www.ck12.org 1.2 Rules for Translations Here you will learn the different notation used for translations. The figure below shows a pattern of a floor tile. Write the mapping rule for the translation of the two blue floor tiles. Watch This First watch this video to learn about writing rules for translations. MEDIA Click image to the left for more content. CK-12 FoundationChapter10RulesforTranslationsA Then watch this video to see some examples. MEDIA Click image to the left for more content. CK-12 FoundationChapter10RulesforTranslationsB 18 www.ck12.org Chapter 1. Unit 1: Transformations, Congruence and Similarity Guidance In geometry, a transformation is an operation that moves, flips, or changes a shape (called the preimage) to create a new shape (called the image). A translation is a type of transformation that moves each point in a figure the same distance in the same direction. Translations are often referred to as slides. You can describe a translation using words like "moved up 3 and over 5 to the left" or with notation. There are two types of notation to know. T x y 1. One notation looks like (3, 5). This notation tells you to add 3 to the values and add 5 to the values. 2. The second notation is a mapping rule of the form (x,y) → (x−7,y+5). This notation tells you that the x and y coordinates are translated to x − 7 and y + 5. The mapping rule notation is the most common. Example A Sarah describes a translation as point P moving from P(−2,2) to P(1,−1). -
Multidisciplinary Design Project Engineering Dictionary Version 0.0.2
Multidisciplinary Design Project Engineering Dictionary Version 0.0.2 February 15, 2006 . DRAFT Cambridge-MIT Institute Multidisciplinary Design Project This Dictionary/Glossary of Engineering terms has been compiled to compliment the work developed as part of the Multi-disciplinary Design Project (MDP), which is a programme to develop teaching material and kits to aid the running of mechtronics projects in Universities and Schools. The project is being carried out with support from the Cambridge-MIT Institute undergraduate teaching programe. For more information about the project please visit the MDP website at http://www-mdp.eng.cam.ac.uk or contact Dr. Peter Long Prof. Alex Slocum Cambridge University Engineering Department Massachusetts Institute of Technology Trumpington Street, 77 Massachusetts Ave. Cambridge. Cambridge MA 02139-4307 CB2 1PZ. USA e-mail: [email protected] e-mail: [email protected] tel: +44 (0) 1223 332779 tel: +1 617 253 0012 For information about the CMI initiative please see Cambridge-MIT Institute website :- http://www.cambridge-mit.org CMI CMI, University of Cambridge Massachusetts Institute of Technology 10 Miller’s Yard, 77 Massachusetts Ave. Mill Lane, Cambridge MA 02139-4307 Cambridge. CB2 1RQ. USA tel: +44 (0) 1223 327207 tel. +1 617 253 7732 fax: +44 (0) 1223 765891 fax. +1 617 258 8539 . DRAFT 2 CMI-MDP Programme 1 Introduction This dictionary/glossary has not been developed as a definative work but as a useful reference book for engi- neering students to search when looking for the meaning of a word/phrase. It has been compiled from a number of existing glossaries together with a number of local additions. -
2-D Drawing Geometry Homogeneous Coordinates
2-D Drawing Geometry Homogeneous Coordinates The rotation of a point, straight line or an entire image on the screen, about a point other than origin, is achieved by first moving the image until the point of rotation occupies the origin, then performing rotation, then finally moving the image to its original position. The moving of an image from one place to another in a straight line is called a translation. A translation may be done by adding or subtracting to each point, the amount, by which picture is required to be shifted. Translation of point by the change of coordinate cannot be combined with other transformation by using simple matrix application. Such a combination is essential if we wish to rotate an image about a point other than origin by translation, rotation again translation. To combine these three transformations into a single transformation, homogeneous coordinates are used. In homogeneous coordinate system, two-dimensional coordinate positions (x, y) are represented by triple- coordinates. Homogeneous coordinates are generally used in design and construction applications. Here we perform translations, rotations, scaling to fit the picture into proper position 2D Transformation in Computer Graphics- In Computer graphics, Transformation is a process of modifying and re- positioning the existing graphics. • 2D Transformations take place in a two dimensional plane. • Transformations are helpful in changing the position, size, orientation, shape etc of the object. Transformation Techniques- In computer graphics, various transformation techniques are- 1. Translation 2. Rotation 3. Scaling 4. Reflection 2D Translation in Computer Graphics- In Computer graphics, 2D Translation is a process of moving an object from one position to another in a two dimensional plane. -
Kinematics, Impulse, and Human Running
Kinematics, Impulse, and Human Running Kinematics, Impulse, and Human Running Purpose This lesson explores how kinematics and impulse can be used to analyze human running performance. Students will explore how scientists determined the physical factors that allow elite runners to travel at speeds far beyond the average jogger. Audience This lesson was designed to be used in an introductory high school physics class. Lesson Objectives Upon completion of this lesson, students will be able to: ஃ describe the relationship between impulse and momentum. ஃ apply impulse-momentum theorem to explain the relationship between the force a runner applies to the ground, the time a runner is in contact with the ground, and a runner’s change in momentum. Key Words aerial phase, contact phase, momentum, impulse, force Big Question This lesson plan addresses the Big Question “What does it mean to observe?” Standard Alignments ஃ Science and Engineering Practices ஃ SP 4. Analyzing and interpreting data ஃ SP 5. Using mathematics and computational thinking ஃ MA Science and Technology/Engineering Standards (2016) ஃ HS-PS2-10(MA). Use algebraic expressions and Newton’s laws of motion to predict changes to velocity and acceleration for an object moving in one dimension in various situations. ஃ HS-PS2-3. Apply scientific principles of motion and momentum to design, evaluate, and refine a device that minimizes the force on a macroscopic object during a collision. ஃ NGSS Standards (2013) HS-PS2-2. Use mathematical representations to support the claim that the total momentum of a system of objects is conserved when there is no net force on the system. -
Kinematics Big Ideas and Equations Position Vs
Kinematics Big Ideas and Equations Position vs. Time graphs Big Ideas: A straight line on a p vs t graph indicates constant speed (and velocity) An object at rest is indicated by a horizontal line The slope of a line on a p vs. t graph = velocity of the object (steeper = faster) The main difference between speed and velocity is that velocity incorporates direction o Speed will always be positive but velocity can be positive or negative o Positive vs. Negative slopes indicates the direction; toward the positive end of an axis (number line) or the negative end. For motion detectors this indicates toward (-) and away (+), but only because there is no negative side to the axis. An object with continuously changing speed will have a curved P vs. t graph; (curving steeper – speeding up, curving flatter – slowing down) (Instantaneous) velocity = average velocity if P vs. t is a (straight) line. Velocity vs Time graphs Big Ideas: The velocity can be found by calculating the slope of a position-time graph Constant velocity on a velocity vs. time graph is indicated with a horizontal line. Changing velocity is indicated by a line that slopes up or down. Speed increases when Velocity graph slopes away from v=0 axis. Speed decreases when velocity graph slopes toward v=0 axis. The velocity is negative if the object is moving toward the negative end of the axis - if the final position is less than the initial position (or for motion detectors if the object moves toward the detector) The slope of a velocity vs. -
Chapter 4 One Dimensional Kinematics
Chapter 4 One Dimensional Kinematics 4.1 Introduction ............................................................................................................. 1 4.2 Position, Time Interval, Displacement .................................................................. 2 4.2.1 Position .............................................................................................................. 2 4.2.2 Time Interval .................................................................................................... 2 4.2.3 Displacement .................................................................................................... 2 4.3 Velocity .................................................................................................................... 3 4.3.1 Average Velocity .............................................................................................. 3 4.3.3 Instantaneous Velocity ..................................................................................... 3 Example 4.1 Determining Velocity from Position .................................................. 4 4.4 Acceleration ............................................................................................................. 5 4.4.1 Average Acceleration ....................................................................................... 5 4.4.2 Instantaneous Acceleration ............................................................................. 6 Example 4.2 Determining Acceleration from Velocity ......................................... -
Rotational Motion and Angular Momentum 317
CHAPTER 10 | ROTATIONAL MOTION AND ANGULAR MOMENTUM 317 10 ROTATIONAL MOTION AND ANGULAR MOMENTUM Figure 10.1 The mention of a tornado conjures up images of raw destructive power. Tornadoes blow houses away as if they were made of paper and have been known to pierce tree trunks with pieces of straw. They descend from clouds in funnel-like shapes that spin violently, particularly at the bottom where they are most narrow, producing winds as high as 500 km/h. (credit: Daphne Zaras, U.S. National Oceanic and Atmospheric Administration) Learning Objectives 10.1. Angular Acceleration • Describe uniform circular motion. • Explain non-uniform circular motion. • Calculate angular acceleration of an object. • Observe the link between linear and angular acceleration. 10.2. Kinematics of Rotational Motion • Observe the kinematics of rotational motion. • Derive rotational kinematic equations. • Evaluate problem solving strategies for rotational kinematics. 10.3. Dynamics of Rotational Motion: Rotational Inertia • Understand the relationship between force, mass and acceleration. • Study the turning effect of force. • Study the analogy between force and torque, mass and moment of inertia, and linear acceleration and angular acceleration. 10.4. Rotational Kinetic Energy: Work and Energy Revisited • Derive the equation for rotational work. • Calculate rotational kinetic energy. • Demonstrate the Law of Conservation of Energy. 10.5. Angular Momentum and Its Conservation • Understand the analogy between angular momentum and linear momentum. • Observe the relationship between torque and angular momentum. • Apply the law of conservation of angular momentum. 10.6. Collisions of Extended Bodies in Two Dimensions • Observe collisions of extended bodies in two dimensions. • Examine collision at the point of percussion. -
Translation and Reflection; Geometry
Translation and Reflection Reporting Category Geometry Topic Translating and reflecting polygons on the coordinate plane Primary SOL 7.8 The student, given a polygon in the coordinate plane, will represent transformations (reflections, dilations, rotations, and translations) by graphing in the coordinate plane. Materials Graph paper or individual whiteboard with the coordinate plane Tracing paper or patty paper Translation Activity Sheet (attached) Reflection Activity Sheets (attached) Vocabulary polygon, vertical, horizontal, negative, positive, x-axis, y-axis, ordered pair, origin, coordinate plane (earlier grades) translation, reflection (7.8) Student/Teacher Actions (what students and teachers should be doing to facilitate learning) 1. Introduce the lesson by discussing moves on a checkerboard. Note that a move is made by sliding the game piece to a new position. Explain that the move does not affect the size or shape of the game piece. Use this to lead into a discussion on translations. Review horizontal and vertical moves. Review moving in a positive or negative direction on the coordinate plane. 2. Distribute copies of the Translation Activity Sheet, and have students graph the trapezoid. Guide students in completing the sheet. Emphasize the use of the prime notation for the translated figure. 3. Introduce reflection by discussing mirror images. 4. Distribute copies of the Reflection Activity Sheet, and have students graph the trapezoid. Guide students in completing the sheet. Emphasize the use of the prime notation for the translated figure. 5. Give students additional practice. Individual whiteboards could be used for this practice. Assessment Questions o How does translating a figure affect the size, shape, and position of that figure? o How does rotating a figure affect the size, shape, and position of that figure? o What are the differences between a translated polygon and a reflected polygon? Journal/Writing Prompts o Describe what a scalene triangle looks like after being reflected over the y-axis. -
Lecture 8 Image Transformations
Lecture 8 Image Transformations Last Time (global and local warps) Handouts: PS#2 assigned Idea #1: Cross-Dissolving / Cross-fading Idea #2: Align, then cross-disolve Interpolate whole images: Ihalfway = α*I1 + (1- α)*I2 This is called cross-dissolving in film industry Align first, then cross-dissolve Alignment using global warp – picture still valid But what if the images are not aligned? Failure: Global warping Idea #3: Local warp & cross-dissolve Warp Warp What to do? Cross-dissolve doesn’t work Avg. ShapeCross-dissolve Avg. Shape Global alignment doesn’t work Cannot be done with a global transformation (e.g. affine) Morphing procedure: Any ideas? 1. Find the average shape (the “mean dog”☺) Feature matching! local warping Nose to nose, tail to tail, etc. 2. Find the average color This is a local (non-parametric) warp Cross-dissolve the warped images 1 Triangular Mesh Transformations 1. Input correspondences at key feature points 2. Define a triangular mesh over the points (ex. Delaunay Triangulation) (global and local warps) Same mesh in both images! Now we have triangle-to-triangle correspondences 3. Warp each triangle separately How do we warp a triangle? 3 points = affine warp! Just like texture mapping Slide Alyosha Efros Parametric (global) warping Parametric (global) warping Examples of parametric warps: T p’ = (x’,y’) p = (x,y) Transformation T is a coordinate-changing machine: p’ = T(p) translation rotation aspect What does it mean that T is global? Is the same for any point p can be described by just -
Kinematics Definition: (A) the Branch of Mechanics Concerned with The
Chapter 3 – Kinematics Definition: (a) The branch of mechanics concerned with the motion of objects without reference to the forces that cause the motion. (b) The features or properties of motion in an object, regarded in such a way. “Kinematics can be used to find the possible range of motion for a given mechanism, or, working in reverse, can be used to design a mechanism that has a desired range of motion. The movement of a crane and the oscillations of a piston in an engine are both simple kinematic systems. The crane is a type of open kinematic chain, while the piston is part of a closed four‐bar linkage.” Distinguished from dynamics, e.g. F = ma Several considerations: 3.2 – 3.2.2 How do wheels motions affect robot motion (HW 2) 3.2.3 Wheel constraints (rolling and sliding) for Fixed standard wheel Steered standard wheel Castor wheel Swedish wheel Spherical wheel 3.2.4 Combine effects of all the wheels to determine the constraints on the robot. “Given a mobile robot with M wheels…” 3.2.5 Two examples drawn from 3.2.4: Differential drive. Yields same result as in 3.2 (HW 2) Omnidrive (3 Swedish wheels) Conclusion (pp. 76‐77): “We can see from the preceding examples that robot motion can be predicted by combining the rolling constraints of individual wheels.” “The sliding constraints can be used to …evaluate the maneuverability and workspace of the robot rather than just its predicted motion.” 3.3 Mobility and (vs.) Maneuverability Mobility: ability to directly move in the environment. -
2D Rigid Body Dynamics: Work and Energy
J. Peraire, S. Widnall 16.07 Dynamics Fall 2008 Version 1.0 Lecture L22 - 2D Rigid Body Dynamics: Work and Energy In this lecture, we will revisit the principle of work and energy introduced in lecture L11-13 for particle dynamics, and extend it to 2D rigid body dynamics. Kinetic Energy for a 2D Rigid Body We start by recalling the kinetic energy expression for a system of particles derived in lecture L11, n 1 2 X 1 02 T = mvG + mir_i ; 2 2 i=1 0 where n is the total number of particles, mi denotes the mass of particle i, and ri is the position vector of Pn particle i with respect to the center of mass, G. Also, m = i=1 mi is the total mass of the system, and vG is the velocity of the center of mass. The above expression states that the kinetic energy of a system of particles equals the kinetic energy of a particle of mass m moving with the velocity of the center of mass, plus the kinetic energy due to the motion of the particles relative to the center of mass, G. For a 2D rigid body, the velocity of all particles relative to the center of mass is a pure rotation. Thus, we can write 0 0 r_ i = ! × ri: Therefore, we have n n n X 1 02 X 1 0 0 X 1 02 2 mir_i = mi(! × ri) · (! × ri) = miri ! ; 2 2 2 i=1 i=1 i=1 0 Pn 02 where we have used the fact that ! and ri are perpendicular.