Unit 4: Linear Momentum
4.2: Change in Momentum and Impulse
Introduction
Momentum is not always constant—when an external force acts on an object, its momentum changes. The concept of impulse describes how a force applied over time leads to a change in momentum. Understanding impulse helps explain everything from car crashes to sports physics.
Key Concepts
- Change in Momentum (Δp): The difference between final and initial momentum.
- Impulse (J): The product of force and the time interval over which it acts.
- Impulse-Momentum Theorem:
J = Δp = F ⋅ Δt
where:- J = impulse (N⋅s)
- Δp = change in momentum (kg⋅m/s)
- F = force (N)
- Δt = time interval (s)
- Extending Time Reduces Force: A longer impact time decreases the force required to change momentum. This principle explains airbags, cushioning, and safety measures.
Graphical Representations
Force vs. time graphs are useful in impulse calculations:
- The area under a force vs. time graph represents impulse.
- A constant force over time results in a rectangular area.
- A varying force (e.g., a collision) creates a more complex shape but still follows the same area principle.
Mathematical Routines
Solve impulse and momentum problems by:
- Using J = Δp when momentum change is given.
- Using J = F ⋅ Δt when force and time are known.
- Applying sign conventions—impulse direction matters!
Practice Activities
Activity 1: Calculating Impulse
A 2 kg object moving at 5 m/s stops in 0.2 seconds. What force was applied?
Activity 2: Comparing Impulses
A soccer player kicks a ball with a force of 100 N for 0.05 s. A boxer punches a bag with 500 N for 0.01 s. Which has the larger impulse?
Activity 3: Graph Interpretation
Given a force-time graph, calculate the impulse applied over a 3-second time interval.
Summary & Exam Preparation Tips
Key takeaways from Unit 4.2:
- Impulse is force multiplied by time.
- Impulse equals change in momentum.
- A longer impact time reduces required force.
- The area under a force-time graph gives impulse.
Understanding impulse and momentum changes is essential for solving real-world collision and motion problems.