Vector Applications to Kinematics
IB Mathematics AI HLΒ· 6 min read
1. Modelling Motion with Position Vectorsβ β ββββ± 15 min
Position Vector of a Moving Object
An object that starts at position and moves at constant velocity has position vector at time . This is the vector equation of a line where the time plays the role of the parameter and the velocity plays the role of the direction vector. The object's speed is , the magnitude of the velocity vector.
Example:
A boat starting at km with velocity km/h has position and speed km/h.
The velocity vector carries two pieces of information at once: its direction is the direction of travel, and its magnitude is the speed. To find where an object is at a particular time, substitute that value of . To find when an object reaches a given point, set equal to that point and solve for .
A drone starts at the point (in metres) and flies with constant velocity m/s. Find its position after 3 seconds and its speed.
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Write the position vector as a function of time:
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Substitute to find the position after 3 seconds:
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The drone is at metres. The speed is the magnitude of the velocity vector:
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2. Relative Position and Closest Approachβ β β βββ± 20 min
Relative Position and Closest Approach
For two objects with position vectors and , the relative position of from is . The distance between them at time is . The closest approach is the smallest value of this distance, found by minimising (or, more easily, ) over time.
The distance between two moving objects is itself a function of time. To find the closest approach, form the relative position vector, write the squared distance as a function of , then minimise it. On a GDC you can graph the distance and read off the minimum directly, which is the standard AI HL approach.
Two ships leave port. Ship A starts at km with velocity km/h. Ship B starts at km with velocity km/h. Find the closest distance between the ships and the time at which it occurs.
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Write the position vector of each ship as a function of time (hours):
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Form the relative position vector of B from A:
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Write the squared distance as a function of (avoids the square root):
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Minimise using the vertex of the quadratic (or graph it on the GDC). The minimum is at:
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Substitute to find the minimum squared distance, then take the square root:
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The ships are closest after 4 hours, at a distance of about 4.47 km.
3. Projectile and Circular Motion as Vectorsβ β β βββ± 15 min
Not every object moves at constant velocity. When the velocity changes, the position is still described by a position vector, but each component is now a function of time. Two important cases appear in applied problems: projectile motion and circular motion.
Projectile Motion (Vector Form)
A projectile launched from with initial horizontal speed and initial vertical speed has a position vector whose horizontal component increases at a constant rate while the vertical component is pulled down by gravity . The horizontal and vertical motions are handled separately inside the one vector.
Example:
A ball kicked from ground level with horizontal speed m/s and vertical speed m/s, taking , has .
Circular Motion (Vector Form)
An object moving in a circle of radius about the centre at constant angular speed has this position vector. As increases the point traces the circle; the value controls how fast it goes round.
Example:
A rider on a Ferris wheel of radius m centred at turning at rad/s has .
A drone follows the path (metres, seconds), circling a tower at the origin. Find its position at seconds and its distance from the tower.
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Substitute into each component (use radians on the GDC):
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The drone is at metres. Its distance from the tower at the origin is the magnitude of the position vector:
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This confirms the radius: on a circular path centred at the origin, the drone stays a constant 20 m from the tower.
4. Common Pitfalls
Wrong move:
Confusing the velocity vector with speed
Why:
Velocity is a vector (direction and magnitude); speed is only the magnitude. Reporting a vector where a single number is asked, or vice versa, loses marks
Correct move:
Give speed as the scalar , and keep the velocity as a column vector
Wrong move:
Minimising the distance with the square root still in place
Why:
The square root makes the algebra and calculator work harder and error-prone
Correct move:
Minimise the squared distance , which has its minimum at the same time, then square root only the final value
Wrong move:
Adding the two velocity vectors when comparing two moving objects
Why:
Relative motion is a difference, not a sum; adding them describes something physically meaningless
Correct move:
Subtract the position vectors, , to get the relative position
Wrong move:
Leaving the GDC in degree mode for circular motion problems
Why:
Angular speed is in radians, so evaluating in degrees gives wrong positions
Correct move:
Switch the GDC to radian mode whenever an angle is generated by
5. Quick Reference Cheatsheet
Concept | Rule/Formula |
|---|---|
Position at time t | |
Speed | |
Relative position of B from A | |
Distance between two objects | |
Closest approach | Minimise over |
Circular motion |
When this came up on past exams
AI-estimated based on syllabus patterns β cross-check with official past papers for accuracy. Use only as revision-focus signals.
- 2022 Β· 2
Model two boats with position vectors and find their closest approach
- 2023 Β· 2
Aircraft tracking: find position at a given time and minimum separation
What's Next
Vector kinematics turns the vector equation of a line into a tool for describing real motion, and it is a favourite context for IB AI HL Paper 2 questions about ships, aircraft and drones. The closest-approach method β form the relative position vector, minimise the squared distance on your GDC β is a reliable, repeatable procedure worth mastering. From here you can connect these ideas to bearings and trigonometry for navigation problems, and to modelling with functions when the motion is not a straight line. Because AI HL allows a GDC throughout, focus on setting up the vectors correctly and letting the calculator handle the graphing and minimisation.
