Saturday, March 7, 2009

Reflection

When we see, light carries information about where it can from (color, texture, distance, brightness).

Light usually travels from where it came from to our eyes in a straight line.

There are two types of reflection:
1.  Diffuse
- reflection off a rough surface
- light reflects in all directions

2.  Specular
- reflection off a smooth surface
- light reflects in one directions
- occurs in objects where you can see your reflection

Curved mirrors reflect light in such a way that you get different image properties than a regular plane mirror.

Concave means curving inward
Convex means curving outward (when looking from the side)

Thursday, February 26, 2009

EM Waves

Type of Wave:  Transverse wave

Wave speed:  fastest in a vacuum (empty space)->gases->liquids->solids (because molecules slows down the light wave)

Speed of light is 3 x 10^8 m/s

e-m spectrum:  (least energy)radio-microwave-IR-visible-UV-x rays-gamma (most energy)

our eyes assume that light comes directly from an object in a straight line


Friday, February 6, 2009

Doppler Effect

- Doppler Effect is the apparent change in frequency due to a moving source, listener, or both
- compressions bunch up in front, and spread apart in back.
- if the source and listener are moving closer together:  frequency will increase (for sound pitch get higher)
- if the source and listener are getting farther apart:  frequency will decrease (for sound pitch gets lower)
- the frequency will change more as the relative speeds increase

Monday, February 2, 2009

Sound Waves

Parts of a Sound Wave

- sound is longitudinal wave
- longitudinal waves has compressions (crest) and rarefactions

- sound travels faster and better through:  solids->liquids->gases
(this is because molecules have less distance to travel )
- sound travels faster in high temperatures and slower in low temperatures

- frequency corresponds to pitch (lower frequency means lower pitch)

- speed of sound is constant (for air at room temperature it is 340 m/s)
- use v = (delta) x/(delta) t  or v = (lamda) f

Tuesday, November 18, 2008

Conservation of Energy

- in cases where there isn't friciton we can observe that when an object's height above the ground decreases, its speed will increase  or vice versa (i.e.  rolling up or down an incline, dropping down or being thrown up, a pendulum swinging back and forth)

- since kinetic energy depends on speed and potential energy depends on height, we can say that when the potential energy decreases, the kinetic energy increases and vice versa.  Again, this is if there isn't friction.

- if we actually make measurements we'll find that the amount that the PE decreases is equal to the amount the kinetic energy increases (if PE decreases by 10 J, KE will increase by 10 J).  

- another way to explain this is to say that the energy transforms from one type to another (KE->PE or PE->KE).

- we say that energy is conserved (total energy is the same at all times)

- when solving Conservation of Energy problems, we find the total energy (Etot = KE + PE) at one point and set it equal to the total energy (Etot = KE + PE) at another point

Thursday, November 13, 2008

KE and PE

Energy is teh ability to cause change (damage or work).

Kinetic Energy
One type of energy is kinetic energy- energy due to motion (speed).  If an object is moving, it can do damage (by crashing into another object)

KE = 1/2 mv^2

Potential Energy
Potential energy is energy due to position (height).  If an object has a height above ground, it can cause damage (again by crashing into another object).

PE = mgh

h is not always directly given.  Sometimes you have to calculate it.
- if it at the top of a loop, the height is equal to twice the radius of the loop.
- if it is on a slope, use trigonometry:  either sin, cos, or tan

Total Energy
The total energy of an object is the sum of its potentail and kinetic energies.

E = PE + KE

Monday, November 3, 2008

Impulse-Momentum

- momentum tells us how hard it is to stop an object
- the Impulse-Momentum Theorem tells us how to do it (more specifically, how to change the momentum of an object):
F(T) = p

- the equation above tells us that in order to change the momentum (from some inital momentum, pi to some final momentum, pf) you need to apply a force for a certain amount of time.
- the force multiplied by time, F( t) in the equation is called impulse

- notice that for a certain value of impulse (e.g. 50 N s), you can apply a large force (25 N) for a short time (2 s) or a smaller force (10 N) for a longer time (5 s).
- usually we want a small force in a collision.  So in order to do that you need try to extend the time as long as possible.  So remember:  make the time longer in order to have a smaller force!