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14 KiB
14 KiB
Unit 3: Physics
Light
Light
: Electromagnetic radiation/waves, as light interacts with both electricity and magnets- Light travels at \(`3.0 \times 10^8`\)
Energy
: Ability to do workWork
: Ability to move matter in space- Energy can be transferred and transformed, but not destroyed
- Light behaves as a particle and/or a wave
- Behaves as particle when travelling through a vacuum, which waves cannot do
- Behaves as wave by forming “interference patterns”, properties of light waves are also measurable
Photon
: Light particle
Properties of electromagnetic waves
Amplitude
: Height from centre to crest/troughCrest
: Peak of waveTrough
: Base of waveWavelength
: Distance between two points on wave on the same planeFrequency
: Waves passing per (e.g., hertz (waves per second))- Visible light wavelengths are between 400-700 nm long
- Light always travels in a straight line
- Longer wavelength = smaller frequency = less energy
- Shorter wavelength = higher frequency = more energy
- Higher energy, lower penetration (e.g., 2.4 GHz vs 5 GHz Wi-Fi)
Luminous
: Emits light- Non-luminous objects do not emit light
Colour
: Reflected parts of white light from non-luminous objects- Blacks absorb all visible light while whites do the opposite
Type of electromagnetic wave | Picture | Use/phenomena |
---|---|---|
Radio Waves | • AM/FM radio • TV signals • cellphone communication • radar • astronomy (for example, discovery of pulsars) |
|
Microwaves | • telecommunications • microwave ovens • astronomy (for example, background radiation associated with the big bang) |
|
Infrared light | • remote controls (eg DVD players and
gamecontrollers) • lasers • heat detection • Astronomy |
|
Visible light | • human vision • rainbows • astronomy (eg optical teloscopes, discovering the chemical composition of celestial bodies) |
|
Ultraviolet light | • causes skin to tan and sunburn • increases risk of skin cancer • kills bacteria in food and water • lasers • stimulates production of Vitamen D • Astronomy |
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X-Rays | • medical imaging • security equipment • cancer treatment • astronomy (eg. study of black holes, binary star systems) |
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Gamma Rays | • Cancer treatment • product of nuclear decay • astronomy (eg. supernovas) |
Luminescence
Type Of Luminescence | Description | Picture |
---|---|---|
Incandescence | - Produces light by using high temperature
to create heat and light. - Occurs in light bulbs, where electricity passes through a filament using made of tungsten it becomes so hot that it gives off visible light - It also emits infrared light that you feel as heat radiating from the
bulb depending on the bulb only a tiny fraction is converted to visible
light the rest is converted to infrared light. - This is makes this process very inefficient - Examples include - incandescence light bulbs - burning candle - lit sparks flying off a grinder |
|
Electric Discharge | - The process of producing light by
passing electric current through a gas. Different gases produce
different colours when electricity is passed through - Examples include: - Neon light signs - Lightning (in this case, the gas is air) |
|
Phosphorescence | - The process of producing light by the
absorption of ultraviolet light resulting in the emission
of visible light over an extended period of time- This is different than Fluorescene , as the light is
released over a period of time- Often described as glow-in-the-dark materials- Examples include: - glow in the dark watches, stickers, clocks etc |
|
Fluoresence | - Process of producing light immediately
as a result of the absorbtion of ultraviolet light- Detergent manufacturerse often add flourescent dyes to make washed shirts more brighter - This is process is even apparent in visible light because normal daylight includes a small amount of ultraviolet light- Flourescent lights makes use of both electric discharge and fluorescence . The
electric gas (usually mercury) produces ultra-violet light during
electric discharge, which is then used to produce visible light.- Fluorescent lights 4-5 more efficient than incandescent bulbs - Examples include: - Fluorescent lights |
|
Chemiluminescence | - The direct production of light as the
result of a chemical reaction with little or no
heat produced - Light sticks is glow because when snapped, the 2 chemicals react with each other to produce light. - Chemiluminescence does not rely on electric discharge ,
little heat produced, no moving parts and can be sealed with durable
material, making it very useful in hazardous environments. - Examples include: - Light sticks |
|
Bioluminescence | - The production of light in living
organisms as the result of chemiluminescence Examples include: - Fireflies - fungi - marine invertebrates - fish - glow-worms - certain bacteria |
|
Triboluminescence | - The production of light from
friction as a result of scratching, crushing, or
rubbing certain cystals - Examples include: - Rubbing twoquartz crystals together will produce light due to triboluminescence |
|
Light-Emitting Diode (LED) | - light produced as a result of an
electric current flowing in semiconductors. - semiconductors are materials that allow an electric current to flow in only one direction - When electricity flows in the allowed direction, the LEd emits light - Does not produce much heat as a by-product, nor require a filament, and is more energy efficient - Examples include - LED lights - christmas tree lights - illuminated signs - traffic lights |
Rays
- Light path can be tracked via arrrows
Normal
: Perpendicular line to an interface (e.g., mirror, medium boundary), intersecting where light reflects offAngle of incidence
: Angle of light hitting reflective surface, relative to the normalAngle of reflection
: Angle of light leaving reflective surface, relative to the normal- Laws of reflection
- Angle of incidence = angle of reflection
- Light rays are on the same plane
- Types of reflection
Specular reflection
: All normals are parallel (e.g., reflection off mirror)Diffuse reflection
: Not all normals are parallel (e.g., paper, not-mirrors)
Mirrors
- A mininum of two incident rays are required to find an image
- Where rays converge describe image
- Dotted lines are used for light going beyond a mirror (as light does not actually travel there)
SALT
: Describes imageSize
: Relative to objectAttitude
: Orientation relative to objectLocation
: Relative to mirror and/or objectType
: Virtual (behind mirror) or real (in front of mirror)
Plane mirrors
Object-image line
: Line perpendicular to plane mirror- Distance is equal on both sides of mirror
- Describes location of object without requiring 2+ incident rays
- Banned
Concave and convex mirrors
Concave mirror
: Curved mirror curving inwards in the direction of incident rays, like a caveConvex mirror
: Curved mirror curving away from incident rays, like back of a spoon
Principal axis
: \(`PA`\), line perpendicular to mirror when it hits itCentre of curvature
: \(`C`\), point where the centre of the circle would be if mirror was extended to a full circleFocus
: \(`F`\), point where all light rays focus on if incident rays are parallel to principal axisVertex
: \(`V`\), point where principal axis meets mirror- Imaging rules for curved mirrors:
- Any incident ray parallel to the principal axis will reflect directly to or away from the focus
- Any incident ray that would pass through the focus will reflect parallel to the principal axis
- Any incident ray that would pass through the centre of curvature will reflect back on the same path
- Any incident ray that reflects off the vertex reflect as if it were a plane mirror
Characteristics of concave mirror images
Object location | Size | Attitude | Location | Type |
---|---|---|---|---|
Farther than \(`C`\) | Smaller than object | Inverted | Between \(`C`\) and \(`F`\) | Real |
At \(`C`\) | Same as object | Inverted | On \(`C`\) | Real |
Between \(`C`\) and \(`F`\) | Larger than object | Inverted | Farther than \(`C`\) | Real |
At \(`F`\) | N/A, lines do not converge | |||
Between \(`F`\) and \(`V`\) | Larger than object | Upright | Behind mirror | Virtual |
Characteristics of convex mirror images
Object location | Size | Attitude | Location | Type |
---|---|---|---|---|
Anywhere | Smaller than object | Upright | Between \(`F`\) and \(`V`\)/behind mirror | Virtual |
Refraction
- Speed of light depends on its medium
- Light bending while transitioning from a slower to faster medium or vice versa
- Greater the change in speed, greater than change in direction
- Turns in direction of leading edge
- Analogy: Sleds slowing from one runner first when transitioning from snow to pavement
- Slow -> fast medium: Refracts away from normal
- Fast -> slow medium: Refracts towards normal
Angle of refraction
: Angle of light after interface, relative to normal- Index of refraction: speed of light in vacuum / speed of light in
medium
- \(`n = \dfrac{c}{v}`\)
- \(`n_1 \sin\theta_{\text{incidence}} = n_2
\sin\theta_{\text{refraction}}`\)
- Where \(`n_{1}`\) and \(`n_{2}`\) are the refractive indexes of two different media
- Snell’s law: \(`\dfrac{\sin\theta_2}{\sin\theta_1} = \dfrac{v_2}{v_1} = \dfrac{n_1}{n_2}`\)
Total internal reflection
Critical angle
: Angle of incidence that causes refracted ray to be perpendicular to normal- TIR occurs when angle of incidence exceeds critical angle, causing near-100% reflection
- Happens only when refracting from slow to fast
- Refraction is not perfect; some light is reflected during
refraction
- Reflected ray grows brighter as we reach critical angle, and refracted ray grows dimmer
- Higher index of refraction = lower critical angle
Lens
Thin lens equations
- Can be used to find location and magnification of images
\(`\frac{1}{d_{o}} + \frac{1}{d_{i}} = \frac{1}{f}`\)
- \(`d_{o}`\): Distance of object from optical centre, always positive
- \(`d_{i}`\): Distance of
image from optical centre
- If positive, image is real and on the opposite side of the lens as the object
- If negative, image is virtual and on the same side of the lens as the object
- \(`f`\): Distance of
focus from optical centre
- Is positive in a converging lens
- Is negative in a diverging lens
\(`M = \frac{h_{i}}{h_{o}} = -\frac{d_{i}}{d_{o}}`\)
- \(`h_{o}`\): Height of object
- \(`h_{i}`\): Height of image
- If positive, image is upright and virtual
- If negative, image is virtual but on the same side of the lens as the object
- \(`M`\): Magnification of image
- If positive, image is upright and virtual
- If negative, image is inverted and real
- If greater than 1, image is larger and farther from the optical centre than the object
- If less than 1, image is smaller and closer to the optical centre than the object