Module 2: Motion in Two and Three Dimensions
"Nature uses only the longest threads to weave her patterns, so each small piece of her fabric reveals the organization of the entire tapestry."
— Richard Feynman
Motion in the real world is rarely confined to a straight line. A thrown ball, an orbiting satellite, a car rounding a curve — all move in two or three dimensions simultaneously. In this lesson, you will extend the kinematic concepts you mastered in Module 1 (position, displacement, velocity, and acceleration) into 2D and 3D space using vector notation. You will express position as r(t) = x(t)î + y(t)ĵ + z(t)k̂, find velocity as the time derivative of position, v = dr/dt, and find acceleration as the derivative of velocity, a = dv/dt. These vector relationships form the mathematical backbone for everything that follows — projectile motion, circular motion, and all of Newton's Laws applied in multiple dimensions.
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DRAFT: Learning objectives below are placeholders pending CME confirmation.
CC2.1 Analyze the components of motion and any applied forces
★ LO2.2.1 Express the position, velocity, and acceleration of a particle as vector functions of time using unit-vector notation
★ LO2.2.2 Calculate average and instantaneous velocity vectors from a given position function in 2D or 3D
★ LO2.2.3 Calculate average and instantaneous acceleration vectors from a given velocity function in 2D or 3D
LO2.2.4 Apply kinematic equations independently to each coordinate direction in multi-dimensional motion
Click the blue buttons to go to the OpenStax reading assignments. Complete all three sections before watching the videos.
Watch each video in order. The pre-lecture videos connect the reading to key concepts; the mini-lectures work through the unit-vector notation in detail.
Arrange the following steps in the correct order for finding the instantaneous velocity vector from a position function given in unit-vector notation.
Arrange the following items in the correct order.
From the list below, select all statements that are correct about velocity and speed in 2D motion.
Select all correct statements about velocity in two-dimensional motion.
Click each card to flip it and test your understanding of kinematics in 2D and 3D.
Instantaneous velocity is the time derivative of the position vector: v(t) = dr/dt. In component form: vx = dx/dt and vy = dy/dt. Each axis is treated as an independent 1D problem.
Yes. Acceleration is the rate of change of the velocity vector, not just its magnitude. If the direction of v is changing while its magnitude (speed) stays constant, the acceleration is non-zero but perpendicular to the velocity. Uniform circular motion is the classic example.
Average velocity is vavg = Δr/Δt — it points in the direction of the displacement vector over the whole interval. Instantaneous velocity is the limit as Δt → 0: v = dr/dt. It points tangent to the path at a single instant.
Instantaneous acceleration is the time derivative of the velocity vector: a(t) = dv/dt = d2r/dt2. In component form: ax = dvx/dt and ay = dvy/dt.
The velocity vector is defined as the limit of Δr/Δt as Δt → 0. As the time interval shrinks, the displacement vector Δr becomes parallel to the curve at that point. Therefore v, which is in the direction of the infinitesimal displacement, points along the tangent to the path.
The x-motion is uniform (constant velocity). Since ax = 0, vx = constant and x(t) = x0 + vxt. The y-motion is accelerated independently: ay ≠ 0. This is the key insight behind projectile motion — the horizontal motion is independent of the vertical.
A particle's position is given by r(t) = (2.0t2 − 1.0)î + (3.0t − 2.0t2)ĵ meters, where t is in seconds. (a) Find the velocity vector v(t). (b) Find the velocity and speed at t = 2.0 s. (c) Find the acceleration vector a(t). Is the acceleration constant?
Show Solution
Given: r(t) = (2.0t2 − 1.0)î + (3.0t − 2.0t2)ĵ m
Part (a) — Velocity vector:
v(t) = dr/dt = (d/dt)[2.0t2 − 1.0]î + (d/dt)[3.0t − 2.0t2]ĵ
v(t) = 4.0t î + (3.0 − 4.0t) ĵ m/s
Part (b) — Velocity at t = 2.0 s:
v(2.0) = 4.0(2.0)î + (3.0 − 4.0 × 2.0)ĵ = 8.0î + (3.0 − 8.0)ĵ = 8.0î − 5.0ĵ m/s
Speed: v = √(8.02 + (−5.0)2) = √(64 + 25) = √89 = 9.43 m/s
Part (c) — Acceleration vector:
a(t) = dv/dt = (d/dt)[4.0t]î + (d/dt)[3.0 − 4.0t]ĵ
a(t) = 4.0î − 4.0ĵ m/s2
Yes, the acceleration is constant (no t dependence). This is analogous to constant acceleration in 1D, but in 2D.
A particle's position changes from r1 = (1.0î − 2.0ĵ + 3.0k̂) m at t1 = 1.0 s to r2 = (5.0î + 1.0ĵ + 0.0k̂) m at t2 = 3.0 s. (a) Find the displacement vector Δr. (b) Find the average velocity vector. (c) Find the magnitude of the average velocity.
Show Solution
Given: r1 = (1.0î − 2.0ĵ + 3.0k̂) m; r2 = (5.0î + 1.0ĵ + 0.0k̂) m; Δt = 2.0 s
Part (a) — Displacement:
Δr = r2 − r1 = (5.0 − 1.0)î + (1.0 − (−2.0))ĵ + (0.0 − 3.0)k̂
Δr = 4.0î + 3.0ĵ − 3.0k̂ m
Part (b) — Average velocity:
vavg = Δr / Δt = (4.0î + 3.0ĵ − 3.0k̂) / 2.0 = 2.0î + 1.5ĵ − 1.5k̂ m/s
Part (c) — Magnitude of average velocity:
|vavg| = √(2.02 + 1.52 + (−1.5)2) = √(4.0 + 2.25 + 2.25) = √8.5 = 2.92 m/s
A particle's velocity at t = 0 s is v0 = (3.0î + 4.0ĵ) m/s, and its constant acceleration is a = (1.0î − 2.0ĵ) m/s2. (a) Write the velocity vector as a function of time. (b) Write the position vector as a function of time, given r0 = 0. (c) At what time does the y-component of the velocity equal zero?
Show Solution
Given: v0 = (3.0î + 4.0ĵ) m/s; a = (1.0î − 2.0ĵ) m/s2; r0 = 0
Part (a) — Velocity as a function of time (constant acceleration):
v(t) = v0 + at = (3.0 + 1.0t)î + (4.0 − 2.0t)ĵ m/s
Part (b) — Position as a function of time:
r(t) = r0 + v0t + ½at2
x(t) = 0 + 3.0t + ½(1.0)t2 = 3.0t + 0.5t2
y(t) = 0 + 4.0t + ½(−2.0)t2 = 4.0t − 1.0t2
r(t) = (3.0t + 0.5t2)î + (4.0t − t2)ĵ m
Part (c) — When does vy = 0?
vy(t) = 4.0 − 2.0t = 0 → t = 4.0/2.0 = 2.0 s
At t = 2.0 s the particle is moving entirely in the x-direction. The y-component of motion has momentarily stopped (this is the apex if thinking of projectile-like motion).
Before moving on to M2L2b, confirm you can do each of the following:
These skills are the mathematical foundation for projectile motion, circular motion, and all of Newton's Laws in 2D and 3D. Take the time to make them automatic!