Calculating Torque and Rate of Turn in Snowboarding

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Discussion Overview

The discussion revolves around calculating torque and the rate of turn for a snowboarder in a gaming context. Participants explore the relationship between torque, rotational inertia, and angular acceleration, as well as the complexities of snowboarder movements.

Discussion Character

  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant inquires about the method to determine the rate of turn from calculated torque.
  • Another participant suggests that knowing torque and rotational inertia allows for the calculation of angular acceleration, leading to further kinematic equations.
  • A participant questions how to approximate the rotational inertia of a snowboarder, proposing that it may depend on body position and suggesting a solid cylinder as a model.
  • Some participants agree that approximating the snowboarder as a solid cylinder seems appropriate.
  • One participant provides a formula relating torque to rotational acceleration and discusses the algebraic and calculus steps involved in deriving angular displacement.
  • A participant describes the complexity of how a snowboarder turns, mentioning various body movements and weight shifts that affect turning dynamics.

Areas of Agreement / Disagreement

Participants express multiple competing views regarding the modeling of the snowboarder's rotational inertia and the methods of turning, indicating that the discussion remains unresolved.

Contextual Notes

There are limitations regarding the assumptions made about the snowboarder's body position and the simplifications involved in modeling the snowboarder as a solid cylinder. The discussion also highlights the dependence on various factors influencing turning dynamics.

Mash
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Ok, So if i calculate the torque on an object, how do i then find out the rate at which that object turns?
 
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Given the torque (and the rotational inertia) you can calculate the angular acceleration. The rest is kinematics.
 
Ok, so this is for a snowboarding game..

What would be an approximate rotational intertia for a snowboader? His mass in the game is 75kg's.

Or how would I go about working out what his rotational intertia would be? I guess it would depend on the position of your arms and things wouldn't it.

Could I just approximate the snowboarder to be a solid cylinder or something?
 
Mash said:
Could I just approximate the snowboarder to be a solid cylinder or something?
that sounds appropriate to me.
 
hm..

Mash said:
Ok, So if i calculate the torque on an object, how do i then find out the rate at which that object turns?

Well, there's a list of equations in physics that explain rotational motion:

[tex]\Sigma\tau = I\alpha[/tex]

Which allows you to relate torque to rotational acceleration. Then you can do the algebra to solve for, and calculus to integrate, the formula to get, in essence:

[tex]\Delta\theta = \omega t + 1/2[\Sigma\tau/I] t^2[/tex]

But also, yes, it is reasonable to assume that the torque will distribute itself in a uniform way on the skier.
 
The way a snowboarder turns is complicated. A person can twist his body at the waist causing the snowboard to yaw (a similar method is used for unicycles). A person can shift weight on the board front to back and also inwards and outwards with the twist at the waist method to create a lean. A person can also just hop and yaw the snowboard. Leaning on the edges of the snowboard will cause it to turn.
 

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