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A vector quantity is one that has both a magnitude and a direction. For instance, a velocity vector will have a magnitude (24 m/s) and a direction (northeast or 45 degrees). These simulations will demonstrate how vectors can be summed to produce a resulting vector, and how the acceleration vector affects the velocity vector. Part I: 2D Motion Simulation: Open the simulation Motion in 2D 1. Click Stop. Drag the object around with your mouse and notice the actions of the two vectors. Spend some time investigating the vectors. Which vector is velocity and which is acceleration (blue or green)? 2. Click on Linear Acc 1. Observe the motion. a. What orientation must the vectors be for the object to speed up? Draw and label this. b. What orientation must the vectors be for the object to slow down? Draw and label this. 3. Click Simple Harmonic (this is simple motion of a mass on a spring). Observe the motion. 4. Click Circular. Observe the motion. What orientation must the vectors (relative to each other) have to turn the object? Draw and label this. 5. Click Stop. Attempt to move the object like a planet in orbit (an ellipse, like an oval). What must the object do in order to turn?

User Goo
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Final answer:

In the simulation, the blue vector represents velocity and the green vector represents acceleration. To speed up, the vectors must be oriented in the same direction, and to slow down, they must have opposite orientations. In the circular motion simulation, the vectors must be perpendicular to each other, and to move the object like a planet in orbit, it must have a combination of tangential velocity and centripetal acceleration.

Step-by-step explanation:

The blue vector in the simulation represents velocity, while the green vector represents acceleration. In order for the object to speed up, the vectors must be oriented in the same direction. This means they must have the same angle or point in the same direction on the simulation. To slow down, the vectors must have opposite orientations, meaning they have opposite angles or point in opposite directions in the simulation.

In order to turn the object in the circular motion simulation, the vectors must be perpendicular to each other. This means they must form a right angle in the simulation.

To move the object like a planet in orbit, it must have a combination of two motions - a straight line motion (like a tangential velocity) and a perpendicular motion towards the center of the ellipse (like a centripetal acceleration).

User StrongYoung
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