Kinematics in One Dimension Problem

In summary, the conversation discusses how to determine the distance a basketball player runs when accelerating uniformly from rest to a speed of 6.0m/s in 1.5 seconds. The formula Vf=Vo+at and VF^2=Vo^2+2a(Delta x) are mentioned, with the final answer being 4.5m according to the book. However, the speaker is coming up with 6.75m and is unsure if they are plugging in the correct values. It is clarified that 6.0 m/s is a velocity, not an acceleration, and the key is to understand the concepts of physics before doing calculations. The conversation ends with the advice to differentiate between velocity and acceleration using
  • #1
pstfleur
29
0
1. In getting ready to slamdunk the ball, a basketball player starts from rest and sprints to a speed of 6.0m/s in 1.5seconds. Assuming that the player accelerates uniformly, determine the distance he runs



2. Vf=Vo+at, VF^2=Vo^2+2a(Delta x)



3. Vf= 0m/s+(6.0)(1.5)= 9
Delta X= Vf^2-V0^2/2a= 81-0/12=6.75

Delta X should be the distance he's running. The book answer is giving me 4.5m, but I am coming up with 6.75..Am I plugging in wrong values?
 
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  • #2
pstfleur said:
3. Vf= 0m/s+(6.0)(1.5)= 9



6.0 m/s is a velocity not an acceleration. In other words, you need to find the acceleration,a. Vf=6 not a.
 
  • #3
rock.freak667 said:
6.0 m/s is a velocity not an acceleration. In other words, you need to find the acceleration,a. Vf=6 not a.


Thanks.. That was the key.. Is there an easier way to understand which is velocity and which is acceleration. I am always having a hard time figuring out which is which.
 
  • #4
pstfleur said:
... a basketball player starts from rest and sprints to a speed of 6.0m/s ...

Both, speed and the units m/s are keywords for velocity.

Before you start plugging away on formulae and doing math, wrap your head around the concepts of physics first. If you can't do that, you're bound for disaster.
 

1. What is kinematics in one dimension?

Kinematics in one dimension is a branch of physics that deals with the motion of objects in a single direction, typically along a straight line. It involves analyzing the position, velocity, and acceleration of an object as it moves in a single dimension.

2. What are the basic equations used in kinematics in one dimension?

The three basic equations used in kinematics in one dimension are the equations for position, velocity, and acceleration. These are:
- Position (x) = Initial position (x0) + Initial velocity (v0)t + 0.5 * Acceleration (a)t^2
- Velocity (v) = Initial velocity (v0) + Acceleration (a)t
- Acceleration (a) = Change in velocity (v) / Change in time (t)

3. How is kinematics in one dimension different from kinematics in two or three dimensions?

Kinematics in one dimension is concerned with the motion of objects along a single line, while kinematics in two or three dimensions deals with the motion of objects in two or three dimensions, respectively. This means that in one dimension, only the displacement, velocity, and acceleration of an object are considered, while in two or three dimensions, other factors such as direction and angle also come into play.

4. What is the difference between speed and velocity in kinematics?

Speed and velocity are often used interchangeably, but they have different meanings in kinematics. Speed is a scalar quantity that represents how fast an object is moving, regardless of direction. Velocity, on the other hand, is a vector quantity that includes both magnitude (speed) and direction. This means that two objects can have the same speed but different velocities if they are moving in different directions.

5. How can I use kinematics in one dimension to solve real-world problems?

Kinematics in one dimension can be used to solve various real-world problems involving motion, such as calculating the distance traveled by a car, determining the time it takes for a ball to reach a certain height, or finding the speed of a sprinter during a race. By understanding the basic equations and principles of kinematics in one dimension, you can apply them to real-world scenarios and make predictions about an object's motion.

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