A roller coaster car doing a loop-the-loop slows down as it goes up one side, speeds up as it comes back down the other. The ball in a roulette wheel gradually slows until it stops. Circular motion with a changing speed is called nonuniform circular motion. As you’ll see, nonuniform circular motion is analogous to accelerated linear motion.
FIGURE 4.29 shows a point speeding up as it moves around a circle. This might be a car speeding up around a curve or simply a point on a solid object that is rotating faster and faster. The key feature of the motion is a changing angular velocity. For linear motion, we defined acceleration as . By analogy, let’s define the angular acceleration (Greek alpha) of a rotating object, or a point on the object, to be
Angular acceleration is the rate at which the angular velocity changes, just as linear acceleration is the rate at which the linear velocity changes. The units of angular acceleration are .
For linear acceleration, you learned that and have the same sign when an object is speeding up, opposite signs when it is slowing down. The same rule applies to circular and rotational motion: and have the same sign when the rotation is speeding up, opposite signs if it is slowing down. These ideas are illustrated in FIGURE 4.30.
NOTE Be careful with the sign of . You learned in Chapter 2 that positive and negative values of the acceleration can’t be interpreted as simply “speeding up” and “slowing down.” Similarly, positive and negative values of angular acceleration can’t be interpreted as a rotation that is speeding up or slowing down.
Angular position, angular velocity, and angular acceleration are defined exactly the same as linear position, velocity, and acceleration—simply starting with an angular rather than a linear measurement of position. Consequently, the graphical interpretation and the kinematic equations of circular/rotational motion with constant angular acceleration are exactly the same as for linear motion with constant acceleration. This is shown in the constant angular acceleration model below. All the problem-solving techniques you learned in Chapter 2 for linear motion carry over to circular and rotational motion.
For motion with constant angular acceleration .
Applies to particles with circular trajectories and to rotating solid objects.
Mathematically: The graphs and equations for this circular/rotational motion are analogous to linear motion with constant acceleration.
Analogs:
| Rotational kinematics | Linear kinematics |
|---|---|
Figure 4.31a is a graph of angular velocity versus time for a rotating wheel. Describe the motion and draw a graph of angular acceleration versus time.
SOLVE This is a wheel that starts from rest, gradually speeds up counterclockwise until reaching top speed at , maintains a constant angular velocity until , then gradually slows down until stopping at . The motion is always ccw because is always positive. The angular acceleration graph of FIGURE 4.31b is based on the fact that is the slope of the graph.
Conversely, the initial linear increase of can be seen as the increasing area under the graph as increases from to . The angular velocity doesn’t change from to when the area under the is zero.
A ceiling fan spinning at 60 rpm coasts to a stop 25 s after being turned off. How many revolutions does it make while stopping?
MODEL Model the fan as a rotating object with constant angular acceleration.
SOLVE We don’t know which direction the fan is rotating, but the fact that the rotation is slowing tells us that and have opposite signs. We’ll assume that is positive. We need to convert the initial angular velocity to SI units:
We can use the first rotational kinematics equation in Model 4.3 to find the angular acceleration:
Then, from the second rotational kinematic equation, the angular displacement during these 25 s is
The kinematic equation returns an angle in rad, but the question asks for revolutions, so the last step was a unit conversion.
REVIEW Turning through 13 rev in 25 s while stopping seems reasonable. Notice that the problem is solved just like the linear kinematics problems you learned to solve in Chapter 2.