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Drag
Simulation Activity
The Magnus Force Activity
Pitch Trajectory Activity
Graphing Calculator Activity
Advanced Activity
Calculator skill -- basic graphing. You wouldn't
take your calculator to the ballpark ... but you can
bring the ballpark to your calculator!
Directions are based on the use of a TI83 graphing
calculator.
The distance from the mound to the plate is measured
in feet, the ball's speed is measured in miles per
hour and most measurements in science classes are
expressed in meters! We need to have one system of
units to make sense of what we're doing, so let's
decide to use meters for distance, meters per second
(m/s) for speed, and meters per second per second
(m/s2) for acceleration.
| Starting points: |
- Distance from mound to plate = 60 ft 6 in
= 60.5 ft
- One meter equals 3.28 ft, so 60.5 ft (1
m/3.28 ft) = 18.4 m
- Speed of a good fastball = 95 mph
- One meter per second equals 2.24 mph, so
- 95 mph (1 m/s / 2.24 mph) = 42.5
m/s
- The acceleration due to gravity = - 9.8
m/s2
- Suppose that the ball is moving exactly
horizontally, not aimed up or down, at the
instant it leaves the pitcher's hand, 2.0
meters above the level of the field.
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Let's graph the motion of the ball from the instant
the pitcher releases it until it crosses the plate.
The ball's drop is given by d = 1/2 at2,
where d is how far it drops from its starting height
because of the acceleration due to gravity. (The initial
velocity term often seen in this familiar equation
is on vacation this time, because the vertical
initial velocity is zero remember, we're supposing
that the ball moves horizontally in the beginning!)
Since one-half of -9.8 equals -4.9, enter -4.9t2
in your calculator's equation editor. The ball starts
2.0 m above the field, so add 2 at the end.
To set the graphing window, remember that x stands
for time and y stands for distance above the field.
Set xmin to zero, since we start watching
just as the ball is released. The time to reach the
plate is xmax, and since d = vt for the
horizontal motion of the ball, t = d/v. From our assumptions
above, that means you'd enter 18.4/42.5 for xmax.
The calculator will instantly figure the value for
you when you move to the next line. The xscl
tells how often to make tick marks along the x axis.
You don't need to set the scale, but a value of .1
will make a mark every tenth of a second of the ball's
flight. The level of the field is our reference, so
ymin = 0 and ymax = 2.5 or so,
so that we can see the ball's whole flight. For yscl
enter .25 so we can check the ball's position to the
nearest quarter of a meter.
Here's the pitch! Press [GRAPH] and watch the pitch
come in. Your view is from the third base side of
the field; the pitcher is at the left edge and the
batter at the right. Press [TRACE], hold down the
right arrow and the cursor will follow the pitch.
The bottom of the screen will show the time (x) and
the height off the field (y).
Going Further
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So far we have the basic arc of the ball, ignoring
the Magnus force from spin the pitcher puts on
the ball. The force can be as great as one quarter
of the ball's weight and can act up, down or to
either side.
Want to throw a curve ball that drops more than
the batter expects? How about a rising fast ball?
Just add a second equation for the Magnus correction.
The greatest acceleration that the Magnus force
can create is one-fourth of 9.8 m/s2,
or 2.45 m/s2. Since the motion equation
requires you to take half of the acceleration,
you could use any value from -1.225 for a sharply
biting curve to 1.225 for a fastball with the
maximum "pop." For an example, let's
use -1 for a pretty good curve ball. Enter -x2
for the second equation. Then for the third equation,
add the first and second equations:
Y3 = Y1 + Y2
De-select Y2; move the cursor to the equals sign
after Y2 and press [ENTER]. That way the calculator
will graph Y1, the pitch with no spin, and Y3,
the curve ball. Press [GRAPH] to see both pitches.
How different are they? Doesn't look like much,
but it's sure enough to matter! Press [TRACE]
and hold down the right arrow to follow the pitch.
At any time, press the up or down arrows to switch
between the two graphs. Notice the numbers by
the Y coordinate; the curve ball drops nearly
20 centimeters below where the batter would expect
the ball! There's a strike, or at least a grounder!
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If you'd prefer a fast ball, change the value
in equation Y2. Let's go with the maximum upward
Magnus force enter 1.225x2 for
Y2. (Remember to de-select it again by moving
the cursor to the equals sign and pressing [ENTER].)
You can see that since the Magnus force is no
greater than one quarter of the ball's weight,
the fast ball can never really rise above where
it was released but it does come in higher
than the batter expects.
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Draw a strike zone! For a medium-sized batter,
the strike zone starts about 0.50 m above the
plate and reaches to about 1.35m. Enter these
equations for Y4 and Y5 to graph that zone:
Y4 = .5 (x>.4)
Y5 = 1.35 (x>.4)
To make the "greater than" sign, press
[2nd][MATH]3. Set both of these graphs to dot
mode; to do that, move the cursor all the way
over to the left margin in front of Y4 and then
press [ENTER] six times. Do the same for Y5. (What's
the .4? Remember, for the calculator, x represents
time, so the horizontal bars made by these graphs
only appear after the ball has traveled for 0.4
second, when it's near the batter.)
Your calculator is probably set to plot the graphs
one after the other, so you'll see the first graph
of the ball with no spin, then the ball with spin,
and then the strike zone. It is more fun to plot
all the graphs at once. To do that, press [MODE]
then move the cursor down to Simul and press [ENTER],
then [2nd][MODE] to quit. Then press
[GRAPH] for a different kind of show! The strike
zone will appear just as the ball gets there.
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