AP Physics C: Mechanics · Unit 1: Kinematics · Lesson 1.3

Deep Dive: Representing Motion

🔬 Deep Dive
This is your textbook for this topic. Take your time. Read it more than once.
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Representations of Motion

The same motion can be described in several completely different ways: a motion diagram (dots showing position at equal time steps), a graph (position, velocity, or acceleration vs. time), an equation, or a plain-language narrative description. None of these is more "correct" than the others — they're translations of the same underlying physical situation.

Motion diagramGraphEquationx = x₀+v₀t+½at²Narrative"It speeds upsteadily fromrest..."↑ All four describe the exact same motion.
🔑The real skill this course wants from you isn't picking a favorite representation — it's translating fluently between them. Given a graph, can you write the equation? Given the equation, can you sketch the graph? Given either, can you describe what's physically happening in words?
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The Three Kinematic Equations

For constant acceleration — and only constant acceleration — three equations describe instantaneous linear motion in one dimension. Each one connects a different trio of quantities, which is exactly why there are three: pick the one that already contains the variables you know and the one you're solving for.

vₓ = vₓ₀ + aₓt
x = x₀ + vₓ₀t + ½aₓt²
vₓ² = vₓ₀² + 2aₓ(x − x₀)
💡Notice the third equation has no t in it at all — it's the one to reach for when time isn't given and isn't asked for. Scanning for which variable is missing from a problem is often the fastest way to pick the right equation.
ExampleGuided Example — Choosing the Right Equation

A car starts at x₀ = 0 m with vₓ₀ = 5 m/s and accelerates at 2 m/s². Find its position after 4 seconds.

Step 1Identify knowns and unknown
x₀ = 0 m, vₓ₀ = 5 m/s, aₓ = 2 m/s², t = 4 s. Find: x.
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Free Fall

Near Earth's surface, every object in free fall — regardless of mass — experiences a constant downward acceleration due to gravity.

a = g ≈ 10 m/s²
⚠️The AP Physics C exam expects g ≈ 10 m/s² for numerical calculations, though you won't be penalized for using the more precise 9.8 or 9.81 m/s². Pick one value and stay consistent within a single problem — don't switch halfway through.

Free fall is just the constant-acceleration kinematic equations from the previous section, with a = −g substituted in (using whichever sign convention you've chosen for "up"). Nothing new to memorize — only a specific number to plug in.

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Graphs of Position, Velocity, and Acceleration

Graphing position, velocity, and acceleration as functions of time reveals the relationships between them directly — without needing to be handed an equation at all. The next two sections show exactly how: slopes move you down the chain (position → velocity → acceleration), and areas move you back up (acceleration → velocity → position).

🔑This is the same differentiation/integration relationship from Lesson 1.2 — now applied directly to reading graphs, rather than to a given function.
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Slopes as Derivatives

An object's instantaneous velocity is the slope of the line tangent to a point on a position-vs-time graph:

vₓ = dx / dt

An object's instantaneous acceleration is the slope of the line tangent to a point on a velocity-vs-time graph:

aₓ = dvₓ / dt

Use the tool below to see both at once. Drag the time slider on a thrown-ball scenario and watch the tangent line on each graph — its slope is exactly the value plotted on the graph beneath it.

A ball is thrown straight up at 20 m/s (a = −10 m/s², using g ≈ 10 m/s²). Drag the time slider — the amber tangent line on each graph shows the slope at that instant, which equals the value on the graph below it.

time t1.00 s
x(t) — position (m)
v(t) — velocity (m/s)
slope of x(t) = v(t) = 10.0 m/sslope of v(t) = a(t) = -10.0 m/s²
💡Steeper slope means larger magnitude. A flat (zero-slope) tangent line on the position graph means the object is momentarily at rest — which is exactly what happens at the peak of the thrown ball's path above.
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Areas as Integrals

Run the slope relationship in reverse and you get areas. The displacement of an object during a time interval equals the area under a velocity-vs-time graph over that interval:

Δx = ∫₍t₁₎^t₂ vₓ(t) dt

Likewise, the change in velocity during a time interval equals the area under an acceleration-vs-time graph over that interval:

Δvₓ = ∫₍t₁₎^t₂ aₓ(t) dt
⚠️Area here is signed. Area below the horizontal axis counts as negative — if a velocity graph dips below zero, that portion subtracts from the total displacement rather than adding to it.

Try it below: adjust the boundaries on the same thrown-ball's velocity graph and compare the shaded area to the exact displacement from the kinematic equations.

Same thrown ball, v(t) = 20 − 10t. Set the boundaries t₁ and t₂ — the shaded area (signed: below the axis counts negative) equals the displacement over that interval.

t₁0.50 s
t₂2.50 s
t₁t₂
Area (Riemann sum) ≈ 10.00 mΔx (exact, from kinematics) = 10.00 m

The two numbers match — the area under a velocity-time graph really is the displacement, whether you compute it as an integral or read it straight off the graph.

ExampleWorked Example — Displacement from a Velocity Graph

An object's velocity is given by v(t) = 4t (m/s) for 0 ≤ t ≤ 3 s. Find its displacement over this interval using the area under the graph.

← Back to Lesson 1.3Ready for 1.4? Reference Frames and Relative Motion looks at how different observers measure the same motion differently.