faella said:
hi!
I have a question regarding work done lifting an object vertically
upwards, under water.
I am aware that work is done against hydrostatic pressure (which varies
depending on a depth h from the surface), and that density of the fluid
and the object may have a role in the calculation of the work done in
lifting the object vertically upwards to the surface, from depth h.
my question is, how is the work done generally calculated in this
circumstance?
That's a good question, and requires an involved answer.
First, let's ignore viscosity- water has viscosity, which acts to oppose
motion. We'll consider viscosity later.
Consider a neutrally buoyant object within an inviscid liquid- it may
have the same density as the fluid. Because it is neutrally buoyant,
there is no gravitational acceleration, and no work is required to move
the object.
This may seem counterintuitive, but that's only because I started by
ignoring viscosity and most people don't have a reference. Here's one-
in orbit, astronauts can move about very easily: they are neutrally
buoyant objects moving within an inviscid medium.
So the total amount of work required to lift a nearly-neutrally buoyant
object through a viscous medium has two terms, the gravitational term W
= [itex]\Delta\rho V g \Delta h[/itex] and a drag force term, the force
required to overcome viscous effects. This has to be written like W
=[itex]\int f dl[/itex], because the viscous drag will depend on the
path taken- straight up, zig-zag, whatever. The drag force f can be
written simply as[itex]\mathbf{F}_d= {1 \over 2} \rho \mathbf{v}^2 C_d<br />
A[/itex] One simplification is to tow the body at constant speed, then you are left with a simple multiplication rather than an integration.
To be honest, I didn't write the gravitational part correctly, I did not
properly account for the spatial extent of the body, instead simply
writing [itex]\Delta h[/itex].
Edit: I have a tough time submitting this post... let me know if I left something unclear in the midst of my frustration...