The Cart and the Bumper — Impulse Is the Area

Mechanics Intermediate Free VR · AR
The Cart and the Bumper — Impulse Is the Area – Mechanics
The Cart and the Bumper — Impulse Is the Area – Mechanics

A launcher pushes a dynamics cart along a level track into a spring bumper mounted on a force sensor, while a motion sensor at the other end records the cart's velocity. The cart bounces back and coasts away; press play to run the experiment once, and drag the timeline to any moment of it. Four sliders set the cart's mass m, the launch speed vi, the bumper's stiffness k and its restitution e; they start at 0.50 kg, +0.60 m/s, 600 N/m and 0.80. The velocity and force graphs share one time axis and are drawn up to the moment shown, and every setting you try is logged in a table: vi and vf read from the flat parts of the velocity graph, the contact time Δt, Δp = m(vf − vi) and the area J under the force pulse.

How to use this simulation

What to look for

The physics behind it

Take the direction towards the bumper as positive. The bumper gives back the fraction e of the speed — it unloads along a steeper line than it loads — so the cart leaves at vf = −e·vi. At the starting values vf = −0.8 × 0.60 = −0.48 m/s and Δp = m(vf − vi) = 0.50 × (−0.48 − 0.60) = −0.54 N s. The force sensor is read 1000 times a second, and the area under its pulse, the impulse J = ∫F dt, comes out at −0.54 N s as well: negative, because the bumper pushes the cart back towards the motion sensor. The stiffness changes only the shape of the pulse. The contact lasts (π/2)(1 + e)√(m/k) and the force peaks at vi√(mk): 0.082 s and 10.4 N at 600 N/m, 0.20 s and 4.2 N at 100 N/m. Longer contact, smaller force, the same area — J = FΔt = Δp. A heavier cart or a faster launch changes Δp, and the area follows it exactly; a bouncier bumper (larger e) changes the momentum more, because Δp = −m·vi(1 + e).

impulseimpulse–momentum theoremarea under a force–time graphcoefficient of restitutiondynamics cartforce sensormotion sensor3D