Vol 2-New VP Movie DB (VP ) A radio

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Vol 2-New VP Movie DB (VP_MovieDataBase.xls) RC Car Acceleration 1 Dson2#001 (RC_Cars) Cart Acceleration A radio-controlled car accelerates along the horizontal. This lighter RC car has a mass of approximately 500g. (15 fps) RC Car Acceleration 2 Dson2#002 (RC_Cars) Cart Acceleration A moving, radio-controlled car slows to rest by releasing the accelerator along the horizonal. This lighter RC car has a mass of approximately 500g. (6 fps) RC Car Acceleration 3 Dson2#003 (RC_Cars) Cart Acceleration A moving, radio-controlled car slows to rest and speeds up in the opposite direction along the horizontal. This lighter RC car has a mass of approximately 500g. (6 fps) RC Car Acceleration 4 Dson2#004 (RC_Cars) Cart Acceleration A moving, radio-controlled car slows to rest and speeds up in the opposite direction along the horizontal. (5 fps) RC Car Acceleration 5 Dson2#005 (RC_Cars) Cart Acceleration Two RC Cars of different masses accelerate towards and past each other along the horizontal. (10 fps) RC Car Acceleration 6 Dson2#006 (RC_Cars) Cart Acceleration A less massive RC car catches up to and passes a more massive RC car accelerating from rest. (15 fps) RC Car Acceleration 7 Dson2#007 (RC_Cars) Cart Acceleration A massive RC car accelerates from rest over a distance of one meter. (10 fps) RC Car Acceleration 8 Dson2#008 (RC_Cars) Cart Acceleration A massive RC car speeds up from rest, reaches maximum velocity, then slows to rest again over a distance of one meter. (10 fps) RC Car Acceleration 9 Dson2#009 (RC_Cars) Cart Acceleration A less massive RC car accelerates from rest over a distance of one meter. (15 fps) RC Car Acceleration 10 Dson2#010 (RC_Cars) Cart Acceleration A less massive RC car speeds up from rest, reaches maximum velocity, then slows to rest again over a distance of one meter. (15 fps) RC Car Acceleration 11 Dson2#011 (RC_Cars) Cart Acceleration A less massive RC car reaches terminal velocity. (15 fps) RC Car Acceleration 12 Dson2#012 (RC_Cars) Cart Acceleration A massive RC car reaches terminal velocity. (30 fps) RC Car Rotation Dson2#013 (RC_Cars) Rotational Motion A massive RC car circles a distance of one meter from a side view. (5 fps) RC Car Rotation Dson2#014 (RC_Cars) Rotational Motion A massive RC car circles a distance of one meter from a top view. (5 fps) Volleyball Drop Dson2#015 (Ball_Bounce) Vertical Motion A volleyball released from rest falls freely along the vertical and bounces. (30 fps) Volleyball Drop Dson2#016 (Ball_Bounce) 2D Motion A volleyball is given a horizontal velocity and released so it undergoes projectile motions as it bounces. (30 fps) 1 2010-03-03 07:13

Transcript of Vol 2-New VP Movie DB (VP ) A radio

Vol 2-New VP Movie DB (VP_MovieDataBase.xls)

RC Car Acceleration 1 Dson2#001 (RC_Cars) Cart Acceleration

A radio-controlled car accelerates along the horizontal.

This lighter RC car has a mass of approximately 500g.

(15 fps)

RC Car Acceleration 2 Dson2#002 (RC_Cars) Cart Acceleration

A moving, radio-controlled car slows to rest by releasing

the accelerator along the horizonal. This lighter RC car

has a mass of approximately 500g. (6 fps)

RC Car Acceleration 3 Dson2#003 (RC_Cars) Cart Acceleration

A moving, radio-controlled car slows to rest and speeds

up in the opposite direction along the horizontal. This

lighter RC car has a mass of approximately 500g. (6 fps)

RC Car Acceleration 4 Dson2#004 (RC_Cars) Cart AccelerationA moving, radio-controlled car slows to rest and speeds

up in the opposite direction along the horizontal. (5 fps)

RC Car Acceleration 5 Dson2#005 (RC_Cars) Cart AccelerationTwo RC Cars of different masses accelerate towards and

past each other along the horizontal. (10 fps)

RC Car Acceleration 6 Dson2#006 (RC_Cars) Cart AccelerationA less massive RC car catches up to and passes a more

massive RC car accelerating from rest. (15 fps)

RC Car Acceleration 7 Dson2#007 (RC_Cars) Cart AccelerationA massive RC car accelerates from rest over a distance

of one meter. (10 fps)

RC Car Acceleration 8 Dson2#008 (RC_Cars) Cart Acceleration

A massive RC car speeds up from rest, reaches

maximum velocity, then slows to rest again over a

distance of one meter. (10 fps)

RC Car Acceleration 9 Dson2#009 (RC_Cars) Cart AccelerationA less massive RC car accelerates from rest over a

distance of one meter. (15 fps)

RC Car Acceleration 10 Dson2#010 (RC_Cars) Cart Acceleration

A less massive RC car speeds up from rest, reaches

maximum velocity, then slows to rest again over a

distance of one meter. (15 fps)

RC Car Acceleration 11 Dson2#011 (RC_Cars) Cart Acceleration A less massive RC car reaches terminal velocity. (15 fps)

RC Car Acceleration 12 Dson2#012 (RC_Cars) Cart Acceleration A massive RC car reaches terminal velocity. (30 fps)

RC Car Rotation Dson2#013 (RC_Cars) Rotational MotionA massive RC car circles a distance of one meter from a

side view. (5 fps)

RC Car Rotation Dson2#014 (RC_Cars) Rotational MotionA massive RC car circles a distance of one meter from a

top view. (5 fps)

Volleyball Drop Dson2#015 (Ball_Bounce) Vertical MotionA volleyball released from rest falls freely along the

vertical and bounces. (30 fps)

Volleyball Drop Dson2#016 (Ball_Bounce) 2D MotionA volleyball is given a horizontal velocity and released so

it undergoes projectile motions as it bounces. (30 fps)

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Kickball Drop Dson2#017 (Ball_Bounce) Vertical MotionA green kickball released from rest falls freely along the

vertical and bounces. (30 fps)

Kickball Drop Dson2#018 (Ball_Bounce) 2D Motion

A green kickball is given a horizontal velocity and

released so it undergoes projectile motion bounces. (30

fps)

Purple Foam Ball Drop Dson2#019 (Ball_Bounce) Vertical MotionA purple foam ball released from rest falls freely along the

vertical and bounces. (30 fps)

Purple Foam Ball Drop Dson2#020 (Ball_Bounce) 2D MotionA purple foam ball is given a horizontal velocity and

released so it undergoes projectile bounces. (30 fps)

Yellow Foam Ball Drop Dson2#021 (Ball_Bounce) Vertical MotionA yellow foam ball released from rest falls freely along the

vertical and bounces. (30 fps)

Yellow Foam Ball Drop DSON2#022 (Ball_Toss) 2D MotionA yellow foam ball is tossed from one person to another.

(30 fps)

Yellow Foam Ball Drop Dson2#023 (Ball_Bounce) 2D MotionA yellow foam ball is given a horizontal velocity and

released so it undergoes projectile bounces. (30 fps)

Green Mini Soccer Ball Drop Dson2#024 (Ball_Bounce) Vertical MotionA green mini soccer ball released from rest falls freely

along the vertical and bounces. (30 fps)

Green Mini Soccer Ball Drop Dson2#025 (Ball_Bounce) 2D MotionA green mini soccer ball is given a horizontal velocity and

released so it undergoes projectile bounces. (30 fps)

Tennis Ball Drop Dson2#026 (Ball_Bounce) Vertical MotionA tennis ball released from rest falls freely along the

vertical and bounces. (30 fps)

Tennis Ball Drop Dson2#027 (Ball_Bounce) 2D MotionA tennis ball is given a horizontal velocity and released so

it undergoes projectile bounces. (30 fps)

Beach Ball Drop Dson2#028 (Ball_Bounce) Vertical MotionA beach ball released from rest falls freely along the

vertical and bounces. (30 fps)

Beach Ball Drop Dson2#029 (Ball_Bounce) 2D MotionA beach ball is given a horizontal velocity and released so

it undergoes projectile bounces. (30 fps)

Beach Ball Drop DSON2#030 (Ball_Toss) 2D MotionA beach ball is tossed from one person to another. (30

fps)

Two Ball Drop and Toss Dson2#031 (2Ball_Fall) Vertical Motion

Two identical balls undergo vertical motion as one is

dropped from above while the other is thrown upwards

from below. These objects have several mid-air crossing

points. (30 fps)

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Two Ball Drop and Toss DSON2#032 (2Ball_Fall) Vertical Motion

Two identical balls undergo vertical motion as one is

dropped from above while the other is thrown upwards

from below. These objects have several mid-air crossing

points. (30 fps)

Ping Pong Ball Drop Dson2#033 (Ball_Bounce) Vertical MotionA ping pong ball released from rest falls freely along the

vertical and bounces. (30 fps)

Small Plastic Ball Drop Dson2#034 (Ball_Bounce) Vertical MotionA small plastic ball released from rest falls freely along

the vertical and bounces. (30 fps)

Small Plastic Ball Drop Dson2#035(Ball_Bounce) Vertical MotionA small plastic ball released from rest falls freely along

the vertical and bounces. (30 fps)

Tennis Ball Drop Dson2#036(Ball_Bounce) Vertical MotionA tennis ball released from rest falls freely along the

vertical and bounces. (30 fps)

Red Superball Drop Dson2#037 (Ball_Bounce) Vertical MotionA red superball released from rest falls freely along the

vertical and bounces. (30 fps)

Black Superball Drop Dson2#038 (Ball_Bounce) Vertical MotionA black superball released from rest falls freely along the

vertical and bounces. (30 fps)

Dead Ball Drop Dson2#039 (Ball_Bounce) Vertical MotionA dead ball released from rest falls freely along the

vertical and bounces. (30 fps)

Ping Pong Ball Drop Dson2#040 (Ball_Bounce) Vertical MotionA ping pong ball released from rest falls freely along the

vertical and bounces. (30 fps)

Wiffle Ball Drop Dson2#041 (Ball_Bounce) Vertical MotionA wiffle ball released from rest falls freely along the

vertical and bounces. (30 fps)

Small Green Soccer Ball Drop Dson2#042 (Ball_Bounce) Vertical MotionA small green soccer ball released from rest falls freely

along the vertical and bounces. (30 fps)

Balloon Pendulum Dson2#043 (Balloons) 2D MotionA balloon intially positioned 45° from the vertical

demostrates a pendulum. (10 fps)

Balloon Pendulum Dson2#044 (Balloons) 2D MotionA balloon intially positioned 90° from the vertical

demostrates a pendulum. (10 fps)

Balloon Rising/Sinking Dson2#045 (Balloons) Vertical Motion A balloon initially at rest rises vertically. (5 fps)

Balloon Rising/Sinking Dson2#046 (Balloons) Vertical Motion A balloon initially at rest sinks vertically. (6 fps)

Balloon Projectile Dson2#047 (Balloons) 2D MotionA force applied to a balloon allows it to undergo projectile

motion. Air drag is a large factor in this clip. (10 fps)

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Balloon Projectile Dson2#048 (Balloons) 2D MotionA force applied to a balloon allows it to undergo projectile

motion. Air drag is a large factor in this clip. (10 fps)

Balloon Rising/Sinking 3 Dson2#049 (Balloons) Vertical Motion

A helium-filled balloon with string attached rises quickly

from rest. There is very little contrast between the green

dot on the balloon and the balloon itself. (15 fps)

Balloon Rising/Sinking 4 Dson2#050 (Balloons) Vertical Motion

A helium-filled balloon with string attached accelerates

upward quickly after a downward force is applied. There is

very little contrast between the green dot on the balloon

and the balloon itself. (15 fps)

Balloon Rising/Sinking 5 Dson2#051 (Balloons) 2D Motion

A helium-filled balloon with string attached accelerates

upward quickly after a force at a downward angle is

applied. There is very little contrast between the green dot

on the balloon and the balloon itself. (15 fps)

Balloon Pendulum Dson2#052 (Balloons) 2D MotionA string attached to the balloon is taped down acting as a

pivot point for an inverted pendulum. (5 fps)

Balloon Pendulum Dson2#053 (Balloons) 2D Motion

A string attached to the balloon is taped down acting as a

pivot point for an inverted pendulum. This clip zooms onto

the neck of the balloon with the pivot point outside of the

frame. (5 fps)

Balloon Rising/Sinking 6 Dson2#054 (Balloons) Vertical Motion

A balloon rises next to a small foam ball tossed upwards,

there are two observed crossing points along the

horizontal. (15 fps)

Balloon Rising/Sinking 7 Dson2#055 (Balloons) Vertical MotionA balloon rises next to an identical balloon sinking. (15

fps)

Balloon Rising/Sinking 8 Dson2#056 (Balloons) Vertical Motion A balloon rises along the vertical. (15 fps)

Balloon Toss Dson2#057 (Balloons) 2D Motion A balloon demonstrates projectile motion. (15 fps)

Balloon Rising/Sinking 9 Dson2#058 (Balloons) Vertical MotionA balloon rises then sinks as a result of an initial upwards

force and the constant gravitational acceleration. (15 fps)

Balloon Toss Dson2#059 (Balloons) 2D Motion

A balloon undergoes projectile motion with very little

gravitational force acting on it, making air drag

extrememly noticable. (6 fps)

Balloon Rising/Sinking 10 Dson2#060 (Balloons) 2D MotionA balloon sinks from top to bottom in the frame with very

little gravitational force acting on it. (5 fps)

Biking at Constant Velocity Dson2#061 (Bicycle) Horizontal MotionA bicycle travels from left to right across the frame at a

constant velocity. (15 fps)

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Biking at Constant Velocity Dson2#062 (Bicycle) Horizontal Motion

A bicycle travels from left to right across the frame at a

constant velocity that is different than in the previous

movie. (15 fps)

Biking at Constant Velocity Dson2#063 (Bicycle) Horizontal Motion

A bicycle travels from left to right across the frame at a

constant velocity. The bicycle moves at a different speed

than in the previous two movies. (15 fps)

Bicycle Braking Dson2#064 (Bicycle) Horizontal MotionA bicycle travels from left to right across the frame while

braking. (15 fps)

Bicycle Braking Dson2#065 (Bicycle) Horizontal MotionA bicycle travels from right to left across the frame while

braking to a complete stop. (10 fps)

Bicycle Braking Dson2#066 (Bicycle) Horizontal MotionA bicycle travels from right to left across the frame while

the rider applies the rear brakes completely. (15 fps)

Bicycle Braking Dson2#067 (Bicycle) Horizontal MotionA bicycle travels from left to right across the frame while

the rider applies the front brakes completely. (15 fps)

Bicycle Braking Dson2#068 (Bicycle) Horizontal Motion

A bicycle travels from left to right across the frame while

the rider applies the brakes in such a manner to create a

skid. (15 fps)

Bicycle Accelerating Dson2#069 (Bicycle) Horizontal MotionA bicycle accelerates from rest moving right to left across

the frame. (10 fps)

Bicycle Accelerating Dson2#070 (Bicycle) Horizontal MotionA bicycle accelerates from rest moving left to right across

the frame. (10 fps)

Bicycle Accelerating Dson2#071 (Bicycle) Horizontal MotionA bicycle accelerates from rest moving left to right across

the frame. The rider uses a lower gear in this clip. (15 fps)

1D Human Motion Dson2#072 (Walking) Horizontal MotionAn individual walks at a constant velocity from right to left

across the frame. (10 fps)

1D Human Motion Dson2#073 (Walking) Horizontal Motion

Two individuals walk towards and past each other from

opposite ends of the frame at constant velocities. Both

subjects are walking at the same rate. (10 fps)

1D Human Motion Dson2#074 (Walking) Horizontal Motion

Two individuals walk towards and past each other from

opposite ends of the frame at constant velocities. One

subject is walking faster than the other. (10 fps)

1D Human Motion Dson2#075 (Walking) Horizontal Motion

An individuation begins at constant pace, speeds up to a

new pace, then slows to the origional one walking across

the frame. (10 fps)

1D Human Motion Dson2#076 (Walking) Horizontal MotionTwo individuals are accelerating from left to right across

the frame, one passes the other. (10 fps)

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Pool Ball Wall Collision Dson2#077 (PoolBall_90°) 2D MotionA single pool ball bounces of the side of a pool table at an

angle of about 90°. (30 fps)

Pool Ball Wall Collision Dson2#078 (PoolBall_90°) 2D MotionA single pool ball bounces of the side of a pool table at an

angle of greater than 90°. (30 fps)

Pool Ball Wall Collision Dson2#079 (PoolBall_90°) 2D MotionA single pool ball bounces of the side of a pool table at an

angle of less than 90°. (30 fps)

Pool Ball Break Dson2#080 (PoolBreak) 2D MotionA pool break in which a rack of 15 balls is set into motion

by a rapidly moving cue ball. (30 fps)

Pool Ball Break Dson2#081 (PoolBreak) 2D MotionA pool break in which a rack of 15 balls is set into motion

by a rapidly moving cue ball. (30 fps)

Pool Ball Break Dson2#082 (LInearBreak) 1D Motion

A linear pool break in which a line of balls is set into

motion by a rapidly moving cue ball that hits the first ball

in the line "head on." (30 fps)

Pool Ball Collisions Dson2#083 (4_Ball Coll) 2D Motion

Four balls coming from opposite corners of a pool table

undergo complex collisions near the center of the table.

(30 fps)

Pool Ball Collisions Dson2#084 (2_Ball Coll) 2D MotionTwo balls coming from opposite corners of a pool table

undergo a collision near the center of the table. (30 fps)

Pool Ball Collisions Dson2#085(2_Ball Coll) 2D MotionTwo balls coming from opposite corners of a pool table

undergo a collision near the center of the table. (30 fps)

Pool Ball Collisions Dson2#086 (2_Ball Coll) 2D MotionTwo balls coming from opposite corners of a pool table

undergo a collision near the center of the table. (30 fps)

Pool Ball Collisions Dson2#087 (2_Ball Coll) 2D MotionTwo balls coming from opposite corners of a pool table

undergo a collision near the center of the table. (30 fps)

Pool Ball Collisions Dson2#088 (7_Ball Break) 2D MotionA pool break in which 7 balls are set into motion by a

rapidly moving cue ball. (30 fps)

Pool Ball Collisions Dson2#089 (3_Ball Break) 2D MotionA pool break in which 3 balls are set into motion by a

rapidly moving cue ball. (30 fps)

Pool Ball Collisions Dson2#090 (3_Ball Break) 2D MotionA pool break in which 3 balls are set into motion by a

rapidly moving cue ball. (30 fps)

Pool Ball Collisions Dson2#091 (3_Ball Coll) 2D MotionA complex collision in which a cue ball hits one ball that

causes a third ball to roll into a side pocket. (30 fps)

Pool Ball Calibration/Size Dson2#091 (3_Ball Scale) No MotionThree balls are placed at rest on a pool table to use to

check the scale factors.

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Pool Ball Break Dson2#092 (PoolBreak) 2D MotionA pool break in which a rack of 15 balls is set into motion

by a rapidly moving cue ball. (30 fps)

Pool Ball Calibration/Size Dson2#093 (PoolRackScale) No MotionA rack of 15 balls are placed at rest on a pool table to use

as a check of scale factors.

Falling Pool Balls Dson2#094 (LineBallFall) 2D Motion

A line of equally spaced pool balls are placed along a

horizontal meter stick that hinged at one end. The other

end is dropped and the stick and balls fall vertically. (30

fps)

Falling Pool Balls Dson2#095 (LineBallFall) 2D Motion

A line of equally spaced pool balls are placed along a

horizontal meter stick that hinged at one end. The other

end is dropped and the stick and balls fall vertically. (30

fps)

Falling Meter Stick Dson2#096(MeterStickFall) 2D MotionA horizontal meter stick is hinged at one end. Its free end

is dropped so the stick falls to a vertical position. (30 fps)

Airplane Motion Dson2#097 (TouchGoLndg) 2D Motion

A pilot performs a touch and go landing at the Harrisburg

international airport in a small commericial jet plane. (30

fps)

Airplane Motion Dson2#098 (UA_Landing) 2D Motion

A United Airlines pilot in a small commerical jet performs

a full landing at the Harrisburg international airport. (30

fps)

Airplane Motion Dson2#099 (USAir_TkOff) 2D MotionA US Airways pilot in a small commerical jet performs a

take off at the Harrisburg international airport. (30 fps)

1D Human Motion Dson2#100 (ChineseJump) Human Motion/Sports

Central Pennsylvania Youth Ballet dancer Dipal

Chatterjee performs a sequence of jumps choreographed

by George Balanchine for the Nutcracker. This movie

can be used to determine center of mass and head

motion and learn about the floating illusion in ballet.

Performed in Dec 2000 in Hershey PA (30 fps).

1D Human Motion Dson2#101 (BalletJump) Human Motion/Sports

Ballet student Laura St. Ville performs a vertical jump in

June 2003. She is using her arms to prolong her push off

time. If her center-of-mass is located in each frame, her

impulse, momentum change, and jump height can be

measured. (30 fps)

1D Human Motion Dson2#102 (BalletJump) Human Motion/Sports

Ballet student Laura St. Ville performs a vertical jump in

June 2003. She is NOT using her arms to prolong her

push off time. If her center-of-mass is located in each

frame, her impulse, momentum change, and jump height

can be measured. (30 fps)

2D Human Motion Dson2#103 (Grand Jeté) Human Motion/Sports

Central Pennsylvania Youth Ballet dancer Carrie Imler

performs a grand jeté. This movie can be used to

determine center of mass and head motion and learn

about the floating illusion in ballet. Her center of mass

undergoes projectile motion. Performed 1993, redigitized

2003 (30 fps)

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1D Human Motion Dson2#104 (ViolinVibrato) Human Motion/SportsLeah Beashore uses a finger vibratio to create a vibrato

on her violin. Spring 2001. (30 fps)

Puck Collisions w/ AirT Walls DsonAirT01 (1PuckECollWall) Macro Kinetic Theory

A single puck bounces off the walls of an air table

emulating molecular motion in a box as it undergoes 2D

motion. This system is non-adiabatic since the puck loses

energy in each bounce. (10 fps)

2 Puck Elastic Collision 1 DsonAirT02 (2Puck_E Coll) 2D MotionA green and a black puck collide elastically on an air

table. (30 fps)

2 Puck Elastic Collision 2 DsonAirT03 (2Puck_E Coll) 2D MotionA blue and a green puck collide elastically on an air table.

(30 fps)

2 Puck Inelastic Collision 1 DsonAirT04 (2Puck_InE Coll) 2D Motion

Two pucks are moving along the same line on an air table

with fairly high linear speeds. They undergo an inelastic

collision and then rotate slowly demonstrating angular

momentum conservation. (30 fps)

2 Puck Inelastic Collision 2 DsonAirT05 (2Puck_InE Coll) 2D Motion

Two pucks are moving along the same line on an air

table. One has a higher linear speed than the other. They

undergo an inelastic collision and then rotate slowly

demonstrating angular momentum conservation. (30 fps)

2 Puck Inelastic Collision 3 DsonAirT06 (2Puck_E Coll) 2D Motion

Two pucks are moving along different lines on an air table

with fairly high linear speeds. They undergo an inelastic

collision and then rotate slowly demonstrating angular

momentum conservation. (30 fps)

2 Puck Elastic Collision 3 DsonAirT07 (2Puck_E Coll) 2D MotionTwo pucks moving together along different lines collide

elastically on an air table. (30 fps)

2 Puck Elastic Collision 4 DsonAirT08 (2Puck_E Coll) 2D MotionTwo pucks moving together along different lines collide

elastically on an air table. (30 fps)

2 Puck Elastic Collision 5 DsonAirT09 (2Puck_E Coll) 2D MotionA rapidly moving puck collides elastically with a stationary

puck on an air table. (60 fps)

2 Puck Elastic Collision 6 DsonAirT10 (2Puck_E Coll) 2D MotionA rapidly moving puck collides elastically with a stationary

puck on an air table. (60 fps)

2 Puck Inelastic Collision 4 DsonAirT11 (2Puck_E Coll) 2D MotionA moving puck collides inelastically with a stationary puck

on an air table. (30 fps)

2 Puck Elastic Collision 7 DsonAirT15 (2Puck_E Coll) 2D MotionA fast puck undergoes a head on elastic collision with a

slow puck on an air table. (60 fps)

2 Puck Inelastic Collision 5 DsonAirT16 (2Puck_InE Coll) 2D Motion

A rapidly moving puck on an air table undergoes an

inelastic collision at about a 90° angle with a more masive

slow moving puck. (30 fps)

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2 Puck Inelastic Collision 6 DsonAirT17 (2Puck_InE Coll) 2D Motion

A rapidly moving puck on an air table undergoes an

inelastic collision at about a 90° angle with a more masive

slow moving puck. (30 fps)

2 Puck Elastic Collision 8 DsonAirT18 (2Puck_E Coll) 2D Motion

A moving puck on an air table collides elastically with

more massive stationary puck. After colliding, the pucks

move at almost a 90° angle with respect to each other.

(30 fps)

2 Puck Inelastic Collision 7 DsonAirT19 (2Puck_E Coll) 2D Motion

A moving puck undergoes a head-on, inelastic collision

on an air table with a more massive stationary puck. (30

fps)

3 Shape Elastic Collision 1 DsonAirT20 (3Shape_E Coll) 2D MotionA moving U-shape, triangle, and circle collide elastically

on an air table. (30 fps)

3 Shape Elastic Collision 2 DsonAirT21 (3Shape_E Coll) 2D MotionA moving U-shape, triangle, and circle collide elastically

on an air table. (30 fps)

Puck-Trangle Elastic Collision DsonAirT22(2Shape_E Coll) 2D Motion

A moving puck collides elastically on an air table with a

stationary triangle causing the triangle to undergo

rotational motion. This demonstrates angular momentum

conservation. (30 fps)

4 Shape Elastic Collision 1 DsonAirT23 (4Shape_E Coll) 2D Motion

A moving U-shape, triangle, circle, and puck collide

elastically on an air table causing rotational motions. This

demonstrates angular momentum conservation. (30 fps)

4 Shape Elastic Collision 2 DsonAirT24 (4Shape_E Coll) 2D Motion

A moving circle collides elastically with a stationary U-

shape, triangle, and puck on an air table causing

rotational motions. This demonstrates angular momentum

conservation. (60 fps)

U-Triangle Elastic Collision 1 DsonAirT25 (2Shape_E Coll) 2D Motion

A moving triangle collides elastically with a spinning

stationary U-shape on an air table. This causes rotational

motions and demonstrates angular momentum

conservation. (30 fps)

U-Triangle Elastic Collision 2 DsonAirT26 (2Shape_E Coll) 2D Motion

A triangle with both translational and rotational motion

collides elastically with a moving U-shape on an air table.

After the collision, the objects are both spinning. This

demonstrates angular momentum conservation. (30 fps)

U-Triangle Elastic Collision 3 DsonAirT27 (2Shape_E Coll) 2D Motion

A moving triangle collides elastically with a spinning

stationary U-shape on an air table. After the collision, the

objects are both spinning and undergo rotational motions.

This demonstrates angular momentum conservation. The

Puck-Elastic Bar Collision 1 DsonAirT28 (Puk&Bar_E Coll) 2D Motion

A moving puck collides elastically on an air table with a

stationary bar off center causing rotational motion and

demonstrating angular momentum conservation. (30 fps)

Puck-Elastic Bar Collision 2 DsonAirT29 (Puk&Bar_E Coll) 2D Motion

A moving puck collides elastically on an air table with a

stationary bar on center causing almost no rotational

motion and demonstrating angular momentum

conservation. (20 fps)

Puck-Elastic Bar Collision 3 DsonAirT30 (Puk&Bar_E Coll) 2D Motion

A moving puck collides elastically on an air table with a

stationary bar. The collision is off center and causes

rotational motion that demonstrates angular momentum

conservation. (30 fps)

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Puck-Elastic Bar Collision 4 DsonAirT31 (Puk&Bar_E Coll) 2D Motion

A moving puck collides elastically on an air table with a

stationary bar on center demonstrating angular

momentum conservation. (20 fps)

Puck-Elastic Bar Collision 5 DsonAirT32 (Puk&Bar_E Coll) 2D Motion

A moving puck collides elastically on an air table with a

spinning stationary bar causing no rotational motion and

demonstrating angular momentum conservation. (30 fps)

Spiraling Puck 1 DsonAirT42 (SpiralingPuck) Rotational Motion

A rotating puck on an air table thethered to a center post

spirals inward as a string providing a central force wraps

around a post in the center of the table. (10 fps)

Spiraling Puck 2 DsonAirT43 (SpiralingPuck) Rotational Motion

A rotating puck on a horizontal air table spirals inward as

a string providing a central force is pulled inward through

a hole in the center of the table by a mass that falls

vertically. Friction forces are present as the string feeds

thought the hole. (10 fps)

Spiraling Puck 3 DsonAirT44 (SpiralingPuck) Rotational Motion

A rotating puck on a horizontal air table spirals inward as

a string providing a central force is pulled inward through

a hole in the center of the table by a mass that falls

vertically. Friction forces are present as the string feeds

thought the hole. (15 fps)

Magnetic Bumper Collision 1 PASCO001 (CartBumper_EColl)1D Collision

A cart collides with a magnetic bumper at a low velocity.

Two lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Magnetic Bumper Collision 2 PASCO002 (CartBumper_EColl)1D Collision

A cart collides with a magnetic bumper at a high velocity.

Two lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Fan Cart Accelerating from Rest 1 PASCO003 (FanCart_Accel) Cart Acceleration

A fan cart with low thrust starts from rest and accelerates

to the left. Two lower carts provide inertial frames for the

study of Galilean relativity. (10 fps)

Fan Cart Accelerating from Rest 2 PASCO004 (FanCart_Accel) Cart Acceleration

A fan cart with high thrust starts from rest and accelerates

to the right. Two lower carts provide inertial frames for the

study of Galilean relativity. (10 fps)

Fan Cart Accelerating Back & Forth 1PASCO005 (FanCart_Accel) Cart Acceleration

Initially a fan cart starts moving to the right opposite a low

fan thrust. It then turns around and moves back. Two

lower carts provide inertial frames for the study of

Galilean relativity. (10 fps)

Fan Cart Accelerating Back & Forth 2PASCO006 (FanCart_Accel) Cart Acceleration

Initially a fan cart starts moving to the right opposite a

high fan thrust. It then turns around and moves back. Two

lower carts provide inertial frames for the study of

Galilean relativity. (10 fps)

Fan Cart Accelerating Back & Forth 3PASCO007 (FanCart_Accel) Cart Acceleration

Initially a fan cart starts moving to the left opposite a high

fan thrust. It then turns around and moves back. Two

lower carts provide inertial frames for the study of

Galilean relativity. (10 fps)

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Fan Cart Accelerating Down Incline 1PASCO008 (Cart_Incline Acc) Inclined Motion

A fan cart with its fan off starts from rest and moves down

an incline. Two lower carts provide inertial frames for the

study of Galilean relativity. (10 fps)

Fan Cart Accelerating Down Incline 2PASCO009 (Cart_Incline Acc) Inclined Motion

A fan cart is set up with a high thrust that opposes the

gravitational force component. It starts from rest and

speeds up as it moves down an incline. (5 fps)

Fan Cart Accelerating Up Incline PASCO010 (Cart_Incline Acc) Inclined Motion

A fan cart is set at a high thrust that opposes the

gravitational force component. It starts up an incline with

a positive initial velocity and slows down. Two lower carts

provide inertial frames for the study of Galilean relativity.

(5 fps)

Magnetic Bumper Collision 3 PASCO011 (Cart_Incl Ecol) Inclined Motion

A cart rolls a short distance down a slight incline and

collides with a magnetic bumper. It bounces and

undergoes about a dozen oscillations before coming to

rest. (5 fps)

Magnetic Bumper Collision 4 PASCO012 (Cart_Incl Ecol) Inclined Motion

A cart rolls a long distance down a slight incline and

collides with a magnetic bumper. It bounces and

undergoes about a dozen oscillations before coming to

rest. (5 fps)

Elastic Cart Collision on an Incline 1 PASCO013 (Cart_Incl Ecol) Inclined Motion

Two carts with magnets on their ends have equal mass

and speed. They undergo an elastic head-on collision

while accelerating on a slight incline. (5 fps)

Elastic Cart Collision on an Incline 2 PASCO014 (Cart_Incl Ecol) Inclined Motion

Two carts with the same mass have magnets installed in

their ends. The fast cart undergoes an elastic collision

with a slower cart moving in the same direction. Both

Inelastic Cart Collision on Incline 1 PASCO015 (Cart_Inc InEcol) Inclined MotionTwo carts of equal mass travel on a small incline and

undergo an inelastic head-on collision. (6 fps)

Inelastic Cart Collision on Incline 2 PASCO016 (Cart_Inc InEcol) Inclined Motion

A fast cart collides inelastically with a slow cart of equal

mass moving in the same direction down a small incline.

(6 fps)

Elastic Cart Collision 1 PASCO017 (2Cart_E-Coll) 1D Collision

Two carts with the same mass have magnets installed in

their ends. A slow cart undergoes an elastic collision with

a stationary cart of equal mass. Two lower carts provide

inertial frames for the study of Galilean relativity. (5 fps)

Elastic Cart Collision 2 PASCO018 (2Cart_E-Coll) 1D Collision

Two carts with the same mass have magnets installed in

their ends. The carts are moving slowly when they

undergo an elastic collision. Two lower carts provide

inertial frames for the study of Galilean relativity. (5 fps)

Elastic Cart Collision 3 PASCO019 (2Cart_E-Coll) 1D Collision

Two slow carts with unequal masses undergo an elastic

collision. These carts have magnets installed in their

ends. Two lower carts provide inertial frames for the study

of Galilean relativity. (10 fps)

Elastic Cart Collision 4 PASCO020 (2Cart_E-Coll) 1D Collision

A cart with lesser mass undergoes an elastic collision

with a stationary cart of greater mass. These carts have

magnets installed in their ends. Two lower carts provide

inertial frames for the study of Galilean relativity. (5 fps)

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Elastic Cart Collision 5 PASCO021 (2Cart_E-Coll) 1D Collision

A cart with greater mass undergoes an elastic collision

with a stationary cart of lesser mass. These carts have

magnets installed in their ends. Two lower carts provide

inertial frames for the study of Galilean relativity. (5 fps)

Elastic Cart Collision 6 PASCO022 (2Cart_E-Coll) 1D Collision

A fast cart with greater mass undergoes an elastic

collision with a slower less massive cart moving in the

same direction. These carts have magnets in their ends.

Two lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Elastic Cart Collision 7 PASCO023 (2Cart_E-Coll) 1D Collision

Two carts have magnets installed in their ends. A fast cart

collides elastically with a slow cart with larger mass

moving in the same direction. Two lower carts provide

inertial frames for the study of Galilean relativity. (6 fps)

Inelastic Cart Collision 1 PASCO024 (2Cart_InE-Coll) 1D Collision

A cart collides inelastically with a stationary cart of equal

mass. Two lower carts provide inertial frames for the

study of Galilean relativity. (6 fps)

Inelastic Cart Collision 2 PASCO025 (2Cart_InE-Coll) 1D Collision

Two carts with almost equal speed and mass undergo a

head-on inelastic collision. Two lower carts provide

inertial frames for the study of Galilean relativity. (5 fps)

Inelastic Cart Collision 3 PASCO026 (2Cart_InE-Coll) 1D Collision

A fast, massive cart collides head-on, inelastically with a

slow, less massive cart. Two lower carts provide inertial

frames for the study of Galilean relativity. (5 fps)

Inelastic Cart Collision 4 PASCO027 (2Cart_InE-Coll) 1D Collision

A cart with small mass collides inelastically with a

stationary cart with large mass. Two lower carts provide

inertial frames for the study of Galilean relativity. (5 fps)

Inelastic Cart Collision 5 PASCO028 (2Cart_InE-Coll) 1D Collision

A cart with large mass collides inelastically with a

stationary cart with small mass at rest. Two lower carts

provide inertial frames for the study of Galilean relativity.

(6 fps)

Inelastic Cart Collision 6 PASCO029 (2Cart_InE-Coll) 1D Collision

A fast cart with large mass collides inelastically with a

slow cart with small mass moving in the same direction.

Two lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Inelastic Cart Collision 7 PASCO030 (2Cart_InE-Coll) 1D Collision

A fast cart with small mass collides inelastically with a

slow cart with large mass moving in the same direction.

Two lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Exploding Carts 1 PASCO031 (Exploding Carts) 1D Collision

Two carts of equal mass explode in opposite directions.

The explosion energy is initially stored in compressed

springs. (10 fps)

Exploding Carts 2 PASCO032 (Exploding Carts) 1D Collision

Two carts of unequal mass explode in opposite directions.

The explosion energy is initially stored in compressed

springs. (15 fps)

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Exploding Carts 3 PASCO033 (Exploding Carts) 1D Collision

Two carts of unequal mass explode in opposite directions.

The explosion energy is initially stored in compressed

springs. Two lower carts provide inertial frames for the

study of Galilean relativity. (15 fps)

Exploding Carts 4 PASCO034 (Exploding Carts) 1D Collision

Two carts of equal mass explode in opposite directions.

The explosion energy is initially stored in compressed

springs. Two lower carts provide inertial frames for the

study of Galilean relativity. (15 fps)

Fan Cart Acceleration 1 PASCO035 (FanCart_Accel) Cart Acceleration

A fan cart set on a low thrust accelerates toward the right

on a level track. Two lower carts provide inertial frames

for the study of Galilean relativity. (6 fps)

Fan Cart Acceleration 2 PASCO036 (Fan_2Cart_Accel)Cart Acceleration

A fan cart set on a low thrust is pushing one additional

cart. The two carts accelerate along a level track. Two

lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Fan Cart Acceleration 3 PASCO037 (Fan_3Cart_Accel)Cart Acceleration

A fan cart set on a low thrust is pushing two additional

carts. The three carts accelerate along a level track. Two

lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

Fan Cart Acceleration 4 PASCO038 (Fan_4Cart_Accel)Cart Acceleration

A fan cart set on a low thrust is pushing three additional

carts. The four carts move along a level track. Friction is

significant. Two lower carts provide inertial frames for the

study of Galilean relativity. (6 fps)

Elastic Fan Cart Collision 1 PASCO039 (FanCart_E-Coll) 1D Collision

A fan cart system on low thrust collides elastically with a

less massive stationary cart. Two lower carts provide

inertial frames for the study of Galilean relativity. (6 fps)

Elastic Fan Cart Collision 2 PASCO040 (FanCart_E-Coll) 1D Collision

A fan cart system on low thrust undergoes a series of

elastic collisions with a two-cart stack that is initially at

rest. Two lower carts provide inertial frames for the study

of Galilean relativity. (6 fps)

Elastic Fan Cart Collision 3 PASCO041 (FanCart_E-Coll) 1D Collision

A fan cart system on low thrust undergoes a series of

elastic collisions with a three-cart stack that is initially at

rest. Two lower carts provide inertial frames for the study

of Galilean relativity. (6 fps)

Inelastic Fan Cart Collision 1 PASCO042 (FanCart_InE-Coll)1D Collision

A fan cart system on low thrust collides inelastically with a

less massive stationary cart. Two lower carts provide

inertial frames for the study of Galilean relativity. (6 fps)

Inelastic Fan Cart Collision 2 PASCO043 (FanCart_InE-Coll)1D Collision

A fan cart system on low thrust undergoes an inelastic

collision with a two-cart stack that is initially at rest. Two

lower carts provide inertial frames for the study of

Galilean relativity. (6 fps)

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Inelastic Fan Cart Collision 3 PASCO044 (FanCart_InE-Coll)1D Collision

A fan cart system on low thrust undergoes an inelastic

collision with a three-cart stack that is initially at rest.

There is considerable friction after the collision. Two lower

carts provide inertial frames for the study of Galilean

relativity. (6 fps)

Ballistic Cart Ball Launch-Catch 1 PASCO045 (Ballistic Catch) Projectile Motion

A slow ballistic cart launches a ball and catches it. Two

lower carts provide inertial frames for the study of

Galilean relativity. (15 fps)

Ballistic Cart Ball Launch-Catch 2 PASCO046 (Ballistic Catch) Projectile Motion

A fast ballistic cart launches a ball and catches it. Two

lower carts provide inertial frames for the study of

Galilean relativity. (15 fps)

Ballistic Cart Ball Drop-Catch PASCO047 (Ballistic Drop) Projectile Motion

A slow ballistic cart equipped with a drop rod drops a ball

and catches it. Two lower carts provide inertial frames for

the study of Galilean relativity. Frames were dropped in

digitization, but time codes are correct. (15 fps)

Ballistic Launch-Catch on Incline 1 PASCO048 (B-Catch Incline) Projectile Motion

A slow ballistic cart is undergoing a downward inclined

motion. It launches and catches a ball. Two lower carts

provide inertial frames for the study of Galilean relativity.

(15 fps)

Ballistic Launch-Catch on Incline 2 PASCO049 (B-Catch Incline) Projectile Motion

A slow ballistic cart is undergoing an upward inclined

motion. It launches and catches a ball. Two lower carts

provide inertial frames for the study of Galilean relativity.

(15 fps)

Ballistic Launch-Catch on Incline 3 PASCO050 (B-Catch Incline) Projectile Motion

A fast ballistic cart is undergoing an upward inclined

motion. It launches and catches a ball. Two lower carts

provide inertial frames for the study of Galilean relativity.

(15 fps)

Slow Cart Rolling Down Incline PASCO051 (2-level CartRoll) Inclined Motion

A cart moves with a low velocity on a level track and

travels down an incline to a lower level. This motion tests

mechanical energy conservation. Two lower carts provide

inertial frames for the study of Galilean relativity. (30 fps)

Fast Cart Rolling Down Incline PASCO052 (2-level CartRoll) Inclined Motion

A cart moves with a high velocity on a level track and

travels down an incline to a lower level. This motion tests

mechanical energy conservation. Two lower carts provide

inertial frames for the study of Galilean relativity. (30 fps)

Slow Cart Rolling Up Incline PASCO053 (2-level CartRoll) Inclined Motion

A cart moves with a low velocity on a level track and

travels up an incline to a higher level. This motion tests

mechanical energy conservation. Two lower carts provide

inertial frames for the study of Galilean relativity. (30 fps)

Fast Cart Rolling Up Incline PASCO054 (2-level CartRoll) Inclined Motion

A cart moves with a high velocity on a level track and

travels up an incline to a higher level. This motion tests

mechanical energy conservation. Two lower carts provide

inertial frames for the study of Galilean relativity. (30 fps)

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Fan Cart Rolling Up Incline PASCO055 (2-level CartRoll) Inclined Motion

A fan cart, starting from rest on a level track, experiences

a low thrust force and travels up an incline to a track at a

higher level. Two lower carts provide inertial frames for

the study of Galilean relativity. (30 fps)

Slow Fan Cart Rolling Down Incline PASCO056 (2-level CartRoll) Inclined Motion

A fan cart moves to the left on a level track opposite to

the direction of the low thrust it experiences. It then

travels down an incline to a lower level track. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Fast Fan Cart Rolling Down Incline PASCO057 (2-level CartRoll) Inclined Motion

A fan cart moves to the left on a level track opposite to

the direction of the high thrust it experiences. It then

travels down an incline to a lower level track. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Cart Rolling Up Incline w/ Fan Off PASCO058 (2-level CartRoll) Inclined Motion

A fan cart with its fan off moves to the right on a level

track. It then travels up an incline to a higher level. This

motion tests mechanical energy conservation. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Cart Moving Down Incline w/ Fan Off 1PASCO059 (2-level CartRoll) Inclined Motion

A fan cart with its fan off moves to the left on a level track.

It then travels down an incline to a lower level. This

motion tests mechanical energy conservation. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Cart Moving Down Incline w/ Fan Off 2PASCO060 (2-level CartRoll) Inclined Motion

A fan cart with its fan off moves to the left on a level track.

It then travels down an incline to a lower level. This

motion tests mechanical energy conservation. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Cart Moving Up Two Inclines PASCO061 (3-level CartRoll) Inclined Motion

A cart moves slowly down an incline, over a level section,

and down another incline. This motion tests mechanical

energy conservation. Two lower carts provide inertial

frames for the study of Galilean relativity. (30 fps)

Cart Moving Down Two Inclines PASCO062 (3-level CartRoll) Inclined Motion

A cart moves slowly up an incline, over a level section,

and up another incline. This motion tests mechanical

energy conservation. Two lower carts provide inertial

frames for the study of Galilean relativity. (30 fps)

Fan Cart Moving Up Two Inclines PASCO063 (3-level CartRoll) Inclined Motion

A fan cart moves slowly up an incline, over a level

section, and up another incline in the direction of the high

thrust it experiences. Two lower carts provide inertial

frames for the study of Galilean relativity. (30 fps)

Fan Cart Moving Down Two Inclines PASCO064 (3-level CartRoll) Inclined Motion

A fan cart moves slowly down an incline, along a level

section, and down another incline. It moves opposite to

the direction of the low thrust it experiences. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Cart Released from Mobile Incline 1 PASCO065 (Mobile Incline) Inclined Motion

A cart accelerates down an incline that has wheels. This

incline can roll on a level track. Two lower carts provide

inertial frames for the study of Galilean relativity. (30 fps)

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Cart Released from Mobile Incline 2 PASCO066 (Mobile Incline) Inclined Motion

A cart accelerates down an incline that has wheels. This

incline can roll on a level track. Two lower carts provide

inertial frames for the study of Galilean relativity. (30 fps)

Cart Released from Mobile Half Pipe 1PASCO067 (MobileHalfPipe) Oscillations

A cart oscillates inside a concave ramp that has wheels.

This concave ramp can roll on a level track. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Cart Released from Mobile Half Pipe 2PASCO068 (MobileHalfPipe) Oscillations

A cart oscillates inside a concave ramp that has wheels.

This concave ramp can roll on a level track. Two lower

carts provide inertial frames for the study of Galilean

relativity. (30 fps)

Mobile Triangle Frame Pendulum 1 PASCO069 (MobileHalfPipe) Oscillations

A pendulum mounted on a triangular frame oscillates.

The triangular frame is mounted on wheels and can roll

along a level track. (30 fps)

Mobile Triangle Frame Pendulum 2 PASCO070 (MobilePendulum) Oscillations

A pendulum mounted on a triangular frame oscillates.

The triangular frame is mounted on wheels and can roll

along a level track. (30 fps)

Diatomic' Cart System Collision 1 PASCO071 (Diatomic_Cart_Coll)Macro Kinetic Theory

A slow cart collides elastically with two stationary carts

that are connected by a metal-leaf spring. The connected

carts undergo horizontal oscillations and store vibrational

energy like a diatomic molecule. (15 fps)

Diatomic' Cart System Collision 2 PASCO072 (Diatomic_Cart_Coll)Macro Kinetic Theory

A slow massive cart collides elastically with two stationary

carts that are connected by a metal- leaf spring. The

connected carts undergo oscillations and store vibrational

energy like a diatomic molecule. (15 fps)

Diatomic' Cart System Collision 3 PASCO073 (Diatomic_Cart_Coll)Macro Kinetic Theory

Two carts connected by a metal-leaf spring undergo

horizontal oscillations. This cart system stores vibrational

energy like a diatomic molecule. There are a couple of

missing frames, but the time codes are correct. (30 fps)

Diatomic' Cart System Collision 4 PASCO074 (Diatomic_Cart_Coll)Macro Kinetic Theory

A slow cart collides elastically with two oscillating carts

that are connected by a metal-leaf spring. The connected

carts undergo oscillations and store vibrational energy like

a diatomic molecule. (15 fps)

Diatomic' Cart System Collision 5 PASCO075 (Diatomic_Cart_Coll)Macro Kinetic Theory

A slow cart collides elastically with two carts that are

connected by a metal-leaf spring. The connected carts

undergo oscillations and store vibrational energy like a

diatomic molecule. (15 fps)

Diatomic' Cart System Collision 6 PASCO076 (Diatomic_Cart_Coll)Macro Kinetic Theory

Two carts connected by a metal-leaf spring slowly collide

with a stationary cart. The connected carts undergo

oscillations and store vibrational energy like a diatomic

molecule. (15 fps)

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Diatomic' Cart System Collision 7 PASCO077 (Diatomic_Cart_Coll)Macro Kinetic Theory

Two carts connected by a metal-leaf spring slowly collide

with a stationary cart. The connected carts undergo

oscillations and store vibrational energy like a diatomic

molecule. (15 fps)

Elastic Cart Collision 8 PASCO078 (2Cart_E-Coll) 1D MotionA slow cart with small mass collides elastically with a

stationary cart with more mass. (6 fps)

Elastic Cart Collision 9 PASCO079 (2Cart_E-Coll) 1D MotionA slow cart with small mass collides elastically with a

more massive slow cart. (5 fps)

Elastic Cart Collision 10 PASCO080 (2Cart_E-Coll) 1D MotionA slow cart with small mass collides elastically with a

more massive stationary cart. (5 fps)

Elastic Cart Collision 11 PASCO081 (2Cart_E-Coll) 1D MotionA slow cart with small mass undergoes a head-on

collision with a more massive slowly moving cart.

Inelastic Cart Collision 8 PASCO082 (2Cart_InE-Coll) 1D Motion

A slow cart with small mass collides inelastically with a

stationary cart with more mass. Some momentum is

transferred to the track during the collision. (5 fps)

Inelastic Cart Collision 9 PASCO083 (2Cart_InE-Coll) 1D Motion

A slow cart with small mass collides inelastically with a

slow cart with more mass. This collision shows relatively

little momentum loss to the track. (6 fps)

Inelastic Cart Collision 10 PASCO084 (2Cart_InE-Coll) 1D Motion

A slow cart with small mass collides inelastically with a

slow cart with more mass. The collision shows relatively

little momentum loss to the track. (6 fps)

Inelastic Cart Collision 11 PASCO085 (2Cart_InE-Coll) 1D Motion

A slow cart with small mass collides inelastically with a

stationary cart with more mass. This collision shows

momentum loss to the track. (5 fps)

Inelastic Cart Collision 12 PASCO086 (2Cart_InE-Coll) 1D Motion

A slow cart with small mass collides inelastically with a

slow cart with more mass. This collision shows relatively

little momentum loss to the track. (15 fps)

Inelastic Cart Collision 13 PASCO087 (2Cart_InE-Coll) 1D Motion

A slow cart with small mass collides inelastically with a

fast cart with more mass. This collision shows relatively

little momentum loss to the track. (5 fps)

Modified Atwood's 1 (0°) PASCO088 (Hor_Mod_Atwood)Cart AccelerationA cart on a level track is accelerated by a small, falling

mass in a modified Atwood's machine. (6 fps)

Modified Atwood's 2 (0°) PASCO089 (Hor_Mod_Atwood)Cart AccelerationA cart on a level track is accelerated by a large, falling

mass in a modified Atwood's machine. (6 fps)

Modified Atwood's 3 (0°) PASCO090 (Hor_Mod_Atwood)Cart AccelerationA double cart on a level track is accelerated by a small,

falling mass in a modified Atwood's machine. (5 fps)

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Modified Atwood's 4 (0°) PASCO091 (Hor_Mod_Atwood)Cart AccelerationA double cart on a level track is accelerated by a large,

falling mass in a modified Atwood's machine. (6 fps)

Modified Atwood's 5 (0°) PASCO092 (Hor_Mod_Atwood)Cart Acceleration

A massive double cart system on a level track is

accelerated by a small, falling mass in a modified

Atwood's machine. (5 fps)

Modified Atwood's 6 (0°) PASCO093 (Hor_Mod_Atwood)Cart AccelerationA massive double cart on a level track is accelerated by a

large falling mass in a modified Atwood's machine. (6 fps)

Inclined Modified Atwood's 1 PASCO094 (Inc_Mod_Atwood) Inclined MotionA cart is accelerated up a 10° incline by a falling mass in

a modified Atwood's machine. (5 fps)

Inclined Modified Atwood's 2 PASCO095 (Inc_Mod_Atwood) Inclined MotionA cart is accelerated up a 10° incline by a falling mass in

a modified Atwood's machine. (6 fps)

Inclined Modified Atwood's 3 PASCO096 (Inc_Mod_Atwood) Inclined MotionA double cart is accelerated up a 10° incline by a falling

mass in a modified Atwood's machine. (5 fps)

Inclined Modified Atwood's 4 PASCO097 (Inc_Mod_Atwood) Inclined MotionA double cart is accelerated up a 10° incline by a falling

mass in a modified Atwood's machine. (5 fps)

Inclined Modified Atwood's 5 PASCO098 (Inc_Mod_Atwood) Inclined MotionA cart is accelerated up a 20° incline by a falling mass in

a modified Atwood's machine. (5 fps)

Inclined Modified Atwood's 6 PASCO099 (Inc_Mod_Atwood) Inclined MotionA cart is accelerated up a 20° incline by a falling mass in

a modified Atwood's machine. (5 fps)

Cart-Series Spring Oscillations PASCO100 (Cart_Spring_Osc) Oscillations

A cart on an incline of about 10° is attached to two

identical springs in series and undergoes an inclined

motion consisting of a series of oscillations. (5 fps)

Inclined Cart-Parallel Spring Motion PASCO101 (Cart_Spring_Osc) Oscillations

A cart on an incline of about 10° is attached to two

identical springs in parallel and undergoes an inclined

motion consisting of a series of oscillations. (5 fps)

Inclined Cart-Spring Oscillations PASCO102 (Cart_Spring_Osc) Oscillations

A cart on an incline of about 10° is attached to the same

type of spring used in PASCO100 and PASCO101. It

undergoes an inclined motion consisting of a series of

oscillations. (5 fps)

Level Cart-Series Spring OscillationsPASCO103 (Cart_Spring_Osc) OscillationsA cart on a level track is attached to two identical springs

in series and undergoes a series of oscillations. (5 fps)

Projectile Launch No. 1 at ≈ 30° PASCO104 (Projectile_30°) Projectile Motion

A hard plastic ball is shot from a projectile launcher at

about 30° above horizontal. This movie is used as the

PRJCTILE example in Chapter 2 of the User's Guide. (30

fps)

Projectile Launch No. 2 at ≈ 30° PASCO105 (Projectile_30°) Projectile MotionA Styrofoam® ball is shot from a projectile launcher at

about 30° above horizontal. (30 fps)

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Projectile Launch No. 1 at ≈ 45° PASCO106 (Projectile_45°) Projectile MotionA hard plastic ball is shot from a projectile launcher at

about 45° above horizontal at a high setting. (30 fps)

Projectile Launch No. 2 at ≈ 45° PASCO107 (Projectile_45°) Projectile MotionA Styrofoam® ball is shot from a projectile launcher at

about 45° above horizontal. (30 fps)

Projectile Launch No. 1 at ≈ 60° PASCO108 (Projectile_60°) Projectile MotionA hard plastic ball is shot from a projectile launcher at

about 60° above horizontal. (30 fps)

Projectile Launch No. 2 at ≈ 60° PASCO109 (Projectile_60°) Projectile MotionA Styrofoam® ball is shot from a projectile launcher at

about 60° above horizontal. (30 fps)

Shoot the Target at ≈ 42° PASCO110 (TargetShoot +42°)Projectile MotionA dense plastic ball is shot from a projectile launcher at

about 42° and hits a falling target. (30 fps)

Shoot the Target at ≈ -20° PASCO111 (TargetShoot -20°) Projectile Motion

A dense plastic ball shot from a projectile launcher at -20°

hits a falling target. The ball is so small that it is hard to

see. Anticipating the ball's location in each frame and

using more than 8-bit color make it possible to spot. (30

fps)

Inelastic Ballistic Pendulum PASCO112 (Ball_Pend InElas) Projectile Motion

A projectile launcher at its high setting shoots a steel ball

at a hanging ballistic pendulum in an inelastic collision.

PASCO113 shows the motion of the projectile launched

at a high setting. (15 fps)

Ballistic Launch Calibration PASCO113 (Launch Calib) Projectile Motion

A steel ball is shot horizontally from a projectile launcher

at its high setting. Data from PASCO112 can be used to

find the initial velocity of the ball. (60 fps)

Inelastic Ballistic Cart PASCO114 (Ballis_Cart InEl) Projectile Motion

A projectile launcher at its high setting shoots a steel ball

at a ballistic cart on a level track in an inelastic collision.

PASCO113 shows motion of projectile launched at high

setting. (6 fps)

Elastic Ballistic Cart PASCO115 (Ballist_Cart El) Projectile Motion

A projectile launcher at its high setting shoots a steel ball

at a ballistic cart on a level track in an elastic collision.

PASCO113 shows motion of a projectile launched at high

setting. (6 fps)

Elastic Ballistic Pendulum PASCO116 (Ball_Pend Elas) Projectile Motion

A steel ball shot horizontally from a projectile launcher at

its high setting hits a hanging ballistic pendulum in an

elastic collision. PASCO113 shows motion of projectile

launched at high setting. (15 fps)

Coffee Filter Drop 1 (13m) PASCO117 (13_FilterDrop) Vertical Motion A nested group of 13 coffee filters fall from rest. (30 fps)

Coffee Filter Drop 2 (9m) PASCO118 (9_FilterDrop) Vertical Motion A nested group of 9 coffee filters fall from rest. (30 fps)

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Coffee Filter Drop 3 (6m) PASCO119 (6_FilterDrop) Vertical Motion A nested group of 6 coffee filters fall from rest. (30 fps)

Coffee Filter Drop 4 (4m) PASCO120 (4_FilterDrop) Vertical Motion A nested group of 4 coffee filters fall from rest. (30 fps)

Coffee Filter Drop 5 (2m) PASCO121 (2_FilterDrop) Vertical Motion A nested group of 2 coffee filters fall from rest. (30 fps)

Coffee Filter Drop 6 (1m) PASCO122 (1_FilterDrop) Vertical Motion A single coffee filter falls from rest. (30 fps)

Coffee Filter Drop w/ Steel Ball PASCO123 (SteelBall&Filter) Vertical MotionA steel ball and a coffee filter crumpled around a steel

ball fall from rest simultaneously. (30 fps)

Medium Setting, Low Mass Launch 1 PASCO124 (1D_Launch) 1D Motion

A projectile launcher with a medium setting shoots a

yellow ball in a straight line along a floor. Speed of launch

can be used in analyzing PASCO125 and PASCO126.

(60 fps)

2D Collision w/ Equal Masses 1 PASCO125 (2D_Collision) 2D Motion

A projectile launcher with a medium setting shoots a

yellow ball horizontally along a floor. It collides head on

with a pink ball of similar mass at point-blank range. (30

2D Collision w/ Equal Masses 2 PASCO126 (2D_Collision) 2D Motion

A projectile launcher with a medium setting shoots a low

mass yellow ball horizontally along a floor. It collides at

about 90° with another ball of similar mass at point-blank

range. (30 fps)

2D Collision w/ Unequal Masses 1 PASCO127 (2D_Collision) 2D Motion

A projectile launcher with an unknown setting shoots a

massive steel ball. It collides head on with a low mass

plastic ball at point-blank range. Use PASCO130 or 131

for calibration. (60 fps)

2D Collision w/ Equal Masses 3 PASCO128 (2D_Collision) 2D Motion

A projectile launcher with an unknown setting shoots a

massive steel ball. It collides at a slight angle with a low

mass plastic ball head on at point-blank range. Use

PASCO130 or 131 and momentum conservation to

discover what setting. (60 fps)

2D Collision w/ Equal Masses 4 PASCO129 (2D_Collision) 2D Motion

A projectile launcher with an unknown setting shoots a

massive black steel ball. It collides at point-blank range at

about a 90° angle with another steel ball of similar mass.

Use PASCO130 or 131 and momentum conservation to

discover what setting. (60 fps)

Medium Setting, High Mass Launch PASCO130 (1D_Launch) 1D Motion

A projectile launcher at its medium setting shoots a

massive black steel ball in a straight line along a floor.

Use this motion for calibration of the speed of a steel ball

launched at a medium setting in analyzing PASCO127-

129. (60 fps)

High Setting, High Mass Launch PASCO131 (1D_Launch) 1D Motion

A projectile launcher at its high setting shoots a massive

black steel ball in a straight line along a floor. Use this

motion for calibration of the speed of a steel ball launched

at a high setting in analyzing PASCO127-129. (60 fps)

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Coriolis Rotational Launch 1 PASCO132 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

rotating at a low speed. The x-component of velocity is

large. The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (60

fps)

Coriolis Rotational Launch 2 PASCO133 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

rotating at a medium speed. The x-component of velocity

is large. The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (60

fps)

Coriolis Rotational Launch 3 PASCO134 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

rotating at a high speed. The x-component of velocity is

large. The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (60

fps)

Coriolis Rotational Launch 4 PASCO135 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

that is not rotating. The x-component of velocity is large.

The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (60

fps)

Coriolis Rotational Launch 5 PASCO136 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

rotating at a high speed. The x-component of velocity is

moderate. The projectile is hard to see, and it helps to

move backward through the frames anticipating its

location. (30 fps)

Coriolis Rotational Launch 6 PASCO137 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

that is not rotating. The x-component of velocity is

moderate. The projectile is hard to see, and it helps to

move backward through the frames anticipating its

location. (30 fps)

Coriolis Rotational Launch 7 PASCO138 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

rotating at a high speed. The x-component of velocity is

small. The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (30

fps)

Coriolis Rotational Launch 8 PASCO139 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

that is not rotating. The x-component of velocity is small.

The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (30

fps)

Coriolis Rotational Launch 9 PASCO140 (Coriolis_Launch) Rotational Motion

A projectile is launched from a rotating Coriolis Effect

Accessory and an attempt is made to get the launcher to

intercept the projectile. The projectile is hard to see, and it

helps to move backward through the frames anticipating

its location. (15 fps)

Coriolis Rotational Launch 10 PASCO141 (Coriolis_Launch) Rotational Motion

A projectile is launched from a Coriolis Effect Accessory

rotating at a high speed. The x-component of velocity is

zero. The projectile is hard to see, and it helps to move

backward through the frames anticipating its location. (30

fps)

Lenz's Law 1 PASCO142 (Lenz_Law) Vertical Motion

A magnetic rod and a non-magnetic rod fall freely near

each other. There is no metal nearby to influence the

rates of fall. (60 fps)

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Lenz's Law 2 PASCO143 (Lenz_Law) Vertical Motion A non-magnetic rod falls through a metal tube. (60 fps)

Lenz's Law 3 PASCO144 (Lenz_Law) Vertical Motion A magnetic rod falls through a metal tube. (5 fps)

Variable g Pendulum at 75° to VerticalPASCO145 (Variable_g_Pend) OscillationsA rigid pendulum oscillates in a plane that makes a 75°

angle w/ the vertical changing the effective 'g'. (6 fps)

Variable g Pendulum at 45° to VerticalPASCO146 (Variable_g_Pend) OscillationsA rigid pendulum oscillates in a plane that makes a 45°

angle w/ the vertical changing the effective 'g'. (15 fps)

Variable g Pendulum at 30° to VerticalPASCO147 (Variable_g_Pend) OscillationsA rigid pendulum oscillates in a plane that makes a 30°

angle w/ the vertical changing the effective 'g'. (30 fps)

Variable g Pendulum at 15° to VerticalPASCO148 (Variable_g_Pend) OscillationsA rigid pendulum oscillates in a plane that makes a 15°

angle w/ the vertical changing the effective 'g'. (30 fps)

Variable g Pendulum at 0° to VerticalPASCO149 (Variable_g_Pend) Oscillations

A rigid pendulum oscillates in a plane that makes a 0°

angle with respect to the vertical. There is no changing

the effective 'g'. (30 fps)

Standing Wave in Second HarmonicPASCO150 (Standing_Wave) Wave Motion

A metal wire oscillates at 45 Hz in its second harmonic.

Nodes are visible, but the wire motion is too rapid to

'stop'. (30 fps)

Standing Wave in First Harmonic PASCO151 (Standing_Wave) Wave Motion

A metal wire oscillates at 30 Hz in its first harmonic.

Nodes are visible, but the wire motion is too rapid to

'stop'. (30 fps)

Standing Wave in Fundamental ModePASCO152 (Standing_Wave) Wave MotionA metal wire oscillates at 15 Hz in its fundamental mode.

(30 fps)

Simple Pendulum w/ Length ≈100 cm PASCO153 (Simple_Pend) OscillationsA simple Pendulum with a length of about 100 cm

oscillates. (15 fps)

Simple Pendulum w/ Length ≈71 cm PASCO154 (Simple_Pend) OscillationsA simple Pendulum with a length of about 71 cm

oscillates. (30 fps)

Simple Pendulum w/ Length ≈50 cm PASCO155 (Simple_Pend) OscillationsA simple Pendulum with a length of about 50 cm

oscillates. (30 fps)

Simple Pendulum w/ Length ≈31 cm PASCO156 (Simple_Pend) OscillationsA simple Pendulum with a length of about 31 cm

oscillates. (30 fps)

Simple Pendulum w/ Length ≈20 cm PASCO157 (Simple_Pend) OscillationsA simple Pendulum with a length of about 20 cm

oscillates. (30 fps)

Mass Oscillating on a Fixed Spring PASCO158 (Mass_Spring_Osc)OscillationsA mass on a spring oscillates vertically while it is hanging

from a rod attached to a stationary cart. (30 fps)

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Mass Oscillating on a Moving SpringPASCO159 (Mass_Spring_Osc)Oscillations

A mass on a spring oscillates vertically while it is hanging

from a rod. The rod is attached to a cart that is moving

horizontally with a low velocity. (30 fps)

A Tossed Ball PASCO160 (Ball_Toss) 1D Motion

A small ball that is tossed up slows down, turns around,

and falls back down. Our analysis yields a free fall

acceleration the has a magnitude that is about 5% lower

than expected. The toss is probably not in the same plane

as the meter stick. (30 fps)

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