Monday, March 28, 2011

Aerodynamics

To put it simply put, aerodynamics is how things move in air. There are 4 main forces that act upon objects when it comes to aerodynamics.




WEIGHT - Everything on Earth has weight due to the force of gravity. To remain airborne, an aircraft needs something to push it in the opposite direction from gravity.



LIFT - This is the force that counteracts the force of gravity. To fly, the lift must be greater that that of the weight. An example would be an airplane in which its wings generates the lift it needs to fly. The amount of lift created greatly depends on the shape.




A yellow, elongated teardrop shape is surrounded by blue dashed lines
The shape of the airfoil allows for greater lift.
DRAG - Drag is a force that tries to slow something down. It makes an object harder to move due to the force pushing it back. The shape of an object also changes the amount of drag. The more air that hits a surface, the more drag it makes. 

THRUST - Thrust is the force that counteract the force of drag. Thrust is the push that moves something forward. For an aircraft to keep moving forward, it must have more thrust than drag.

A drawing of an aircraft surrounded by four yellow arrows and the words Lift, Thrust, Weight and Drag
When you add them together.

Saturday, March 26, 2011

Wednesday, March 16, 2011

Kinematics Graph Translation

Credits to Cindy's group

Position vs. Time

Position vs. Time
Velocity vs. Time

Velocity vs. Time


 These graphs are the results of the "Walking the Graph Lab", displaying either Distance vs. Time or Velocity vs. Time.

DT is the more manageable of the two. The further back you go from the origin the higher the graph line goes, and the closer you get to the origin the lower the graph lines go. If the line becomes horizontal the you are standing still. It's important to note that the entirety of these DT graphs had us moving at a constant pace. Simple. 






VT is a little more challenging. A sloping line away from the x-axis meant that you were steadily increasing your speed away from the origin. However, a sloping line away from the x-axis in the NEGATIVE quadrant meant that you were steadily increasing speed towards the origin. Opposite directing lines mean that you were decreasing speed, and a horizontal line meant a constant velocity was kept.

Overall thats not too hard.

Walking the Graph

"Slower!"
"Faster!"
"You have to go farther back, it goes from here to here."
"Come closer!"
"STOP!"

These are not sexual innuendos--no matter how likely it seems that they are--, but are the things yelled across the classroom during our Walking the Graph lab. The purpose was to teach us how to accurately match a graph displaying Distance vs. Time and Velocity vs. Time by our physical walking patterns tracked by a motion detector. The data was then inputed into the computer and compared side-by-side with the target graph. Although the DT graphs were fairly easy to match, the VT graphs seemed downright impossible. Perseverance came through, however, and we managed producing adequately shaped graph lines.
Set it up and off you go. 

That's pretty good for a blind person

Oh wait a sec.

Tuesday, March 1, 2011

Right Hand Rules 1 and 2

The right hand can be used for infinite amount of tasks --yes including that, but I didn`t say it-- and one of those tasks include finding the magnetic field. I would like to stress that everything from here on is under conventional current flow i.e. from the positive terminal to the negative.

RIGHT HAND RULE 1

The first right hand rule allows you to find the direction of the concentric circles (magnetic field) in a straight conductor by using, well, your right hand. Your thumb will point to the direction of the current flow, while the curve of your hand indicates the direction of the magnetic field circles.


RIGHT HAND RULE 2

The second right hand rule allows you to find the north side of the magnet in a coil. That`s right, were "AMPING" it up --aha, oh snap. Anyway, by curling your hand to the direction of current flow and sticking your thumb out you will point to the north pole of the magnet. Yep, its as simple as that.
If she can do it, you can too.
There is "technically" a third right hand rule, but we ain`t gonna bother ourselves with that today.
That is all.





Concept Map + 10 Things You Need To Know About Electricity


1. Current is the flow of charge ( I ), and is measure in Amperes. The equation for current is I = Q/t

2. Conventional current is the flow of current from the positive terminal to the negative terminal, as opposed to electron flow, which is from negative to positive.
3. DC/direct current (single direction flow) vs. AC/alternating current (vibrational movement of charge)
4. Series vs. Parallel circuits
5. Ohm's Law
6. Kirchoff's Law
7. Resistance is anything that impedes current flow, and is measured in Ohms. The equation for resistance is

 R = V/I
8. Voltage is the potential difference between two points ( V ), and is measured in volts. The equation for voltage is 

V= E/Q
9. Power is the rate at which work is done (P), and is measured in watts. The equation for power is P = IV
10. How to draw complex circuits with voltmeters and ammeters