Study Guide

Vector Applications to Kinematics

IB Mathematics AI HLΒ· 6 min read

1. Modelling Motion with Position Vectorsβ˜…β˜…β˜†β˜†β˜†β± 15 min

πŸ“˜ Definition

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 .

πŸ“ Worked Example

A drone starts at the point (in metres) and flies with constant velocity m/s. Find its position after 3 seconds and its speed.

  1. 1

    Write the position vector as a function of time:

  2. 2
    r(t)=(125)+t(4βˆ’312)\mathbf{r}(t) = \begin{pmatrix}1 \\ 2 \\ 5\end{pmatrix} + t\begin{pmatrix}4 \\ -3 \\ 12\end{pmatrix}
  3. 3

    Substitute to find the position after 3 seconds:

  4. 4
    r(3)=(1+122βˆ’95+36)=(13βˆ’741)\mathbf{r}(3) = \begin{pmatrix}1 + 12 \\ 2 - 9 \\ 5 + 36\end{pmatrix} = \begin{pmatrix}13 \\ -7 \\ 41\end{pmatrix}
  5. 5

    The drone is at metres. The speed is the magnitude of the velocity vector:

  6. 6
    ∣v∣=42+(βˆ’3)2+122=16+9+144=169=13 m/s|\mathbf{v}| = \sqrt{4^2 + (-3)^2 + 12^2} = \sqrt{16 + 9 + 144} = \sqrt{169} = 13 \text{ m/s}

2. Relative Position and Closest Approachβ˜…β˜…β˜…β˜†β˜†β± 20 min

πŸ“˜ Definition

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.

πŸ“ Worked Example

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.

  1. 1

    Write the position vector of each ship as a function of time (hours):

  2. 2
    rA(t)=(00)+t(32),rB(t)=(100)+t(13)\mathbf{r}_A(t) = \begin{pmatrix}0 \\ 0\end{pmatrix} + t\begin{pmatrix}3 \\ 2\end{pmatrix}, \quad \mathbf{r}_B(t) = \begin{pmatrix}10 \\ 0\end{pmatrix} + t\begin{pmatrix}1 \\ 3\end{pmatrix}
  3. 3

    Form the relative position vector of B from A:

  4. 4
    d(t)=rB(t)βˆ’rA(t)=(100)+t(1βˆ’33βˆ’2)=(10βˆ’2tt)\mathbf{d}(t) = \mathbf{r}_B(t) - \mathbf{r}_A(t) = \begin{pmatrix}10 \\ 0\end{pmatrix} + t\begin{pmatrix}1 - 3 \\ 3 - 2\end{pmatrix} = \begin{pmatrix}10 - 2t \\ t\end{pmatrix}
  5. 5

    Write the squared distance as a function of (avoids the square root):

  6. 6
    ∣d(t)∣2=(10βˆ’2t)2+t2=100βˆ’40t+4t2+t2=5t2βˆ’40t+100|\mathbf{d}(t)|^2 = (10 - 2t)^2 + t^2 = 100 - 40t + 4t^2 + t^2 = 5t^2 - 40t + 100
  7. 7

    Minimise using the vertex of the quadratic (or graph it on the GDC). The minimum is at:

  8. 8
    t=βˆ’(βˆ’40)2Γ—5=4010=4 hourst = \frac{-(-40)}{2 \times 5} = \frac{40}{10} = 4 \text{ hours}
  9. 9

    Substitute to find the minimum squared distance, then take the square root:

  10. 10
    ∣d(4)∣2=5(16)βˆ’40(4)+100=20β€…β€ŠβŸΉβ€…β€Šβˆ£d(4)∣=20=25β‰ˆ4.47 km|\mathbf{d}(4)|^2 = 5(16) - 40(4) + 100 = 20 \implies |\mathbf{d}(4)| = \sqrt{20} = 2\sqrt{5} \approx 4.47 \text{ km}
  11. 11

    The ships are closest after 4 hours, at a distance of about 4.47 km.

3. Projectile and Circular Motion as Vectorsβ˜…β˜…β˜…β˜†β˜†β± 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.

πŸ“˜ Definition

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 .

πŸ“˜ Definition

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 .

πŸ“ Worked Example

A drone follows the path (metres, seconds), circling a tower at the origin. Find its position at seconds and its distance from the tower.

  1. 1

    Substitute into each component (use radians on the GDC):

  2. 2
    r(Ο€)=(20cos⁑(0.5Ο€)20sin⁑(0.5Ο€))=(20cos⁑(90∘)20sin⁑(90∘))=(020)\mathbf{r}(\pi) = \begin{pmatrix}20\cos(0.5\pi) \\ 20\sin(0.5\pi)\end{pmatrix} = \begin{pmatrix}20\cos(90^\circ) \\ 20\sin(90^\circ)\end{pmatrix} = \begin{pmatrix}0 \\ 20\end{pmatrix}
  3. 3

    The drone is at metres. Its distance from the tower at the origin is the magnitude of the position vector:

  4. 4
    ∣r(Ο€)∣=02+202=20 m|\mathbf{r}(\pi)| = \sqrt{0^2 + 20^2} = 20 \text{ m}
  5. 5

    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.