Kinesiology and Biomechanics II: the Laws of Motion and their Application in Sports, Projectiles and the Principles of Projection, Linear and Angular Kinematics and Kinetics, Friction, Spin, Impact and Elasticity, and Air and Water Dynamics

This chapter is the physics of sport, worked in numbers. It applies Newton's three laws to starts, jumps and throws; derives the range of a projectile, R = v² sin 2θ ÷ g, shows why 45° gives the greatest range only on level ground, and explains why shot-putters and long jumpers release far lower; works momentum, impulse and angular velocity and the conservation of angular momentum in diving and skating; and covers friction, spin and the Magnus effect, impact and the coefficient of restitution, and the drag, lift and buoyancy of air and water. Every numeric item has been worked twice.

1. The laws of motion and their application in sports

Newton's first law, the law of inertia: a body remains at rest or in uniform motion in a straight line unless acted on by an external force. Inertia is proportional to mass, which is why a heavy shot is harder to start moving and a heavy rugby forward harder to stop, and why a sprinter must produce large forces in the blocks to overcome the body's inertia. Newton's second law, the law of acceleration: the acceleration of a body is proportional to the net force acting on it and inversely proportional to its mass, F = ma; a net force of 600 N on a 60 kg sprinter produces an acceleration of 10 m/s². Newton's third law, the law of action and reaction: for every action there is an equal and opposite reaction. A jumper pushes down and back on the ground and the ground reaction force drives the jumper up and forward; a swimmer pushes water backwards and is driven forwards; a sprinter pushes back against the blocks.

Momentum is the quantity of motion, p = mass × velocity, measured in kg·m/s: an 80 kg rugby player running at 5 m/s has a momentum of 400 kg·m/s. Impulse is force × the time for which it acts, and it equals the change in momentum: F × t = m × Δv. The impulse–momentum relationship explains two families of technique. To produce a large change in momentum, apply force for longer: the long pull of a swimming stroke, the full range of a throw, the follow-through in a kick or stroke. To reduce the force on the body when stopping, spread the change in momentum over a longer time: bending the knees on landing, "giving" with the hands when catching a cricket ball, the soft landing pit in the high jump. Example: a 0.45 kg football is kicked from rest to 20 m/s with a foot contact of 0.01 s; its change in momentum is 0.45 × 20 = 9 kg·m/s and the average force is 9 ÷ 0.01 = 900 N.

Law or principleStatementSporting application
First law (inertia)A body stays at rest or in uniform motion unless a net force actsSprinter must overcome inertia in the blocks; a heavier implement is harder to start and stop
Second law (F = ma)Acceleration is proportional to net force and inversely to massMore force, more acceleration; a lighter ball accelerates more for the same force
Third law (action–reaction)Every action has an equal and opposite reactionGround reaction force in running and jumping; swimmer pushing water back
Impulse = change in momentumF × t = m × ΔvFollow-through to increase impulse; bending the knees on landing to reduce force

2. Projectiles and the principles of projection

A projectile is any body released into the air and then acted on only by gravity and air resistance: a shot, a javelin, a ball, or a jumper's own body after take-off. Ignoring air resistance, its horizontal velocity stays constant while its vertical velocity changes at 9.8 m/s² (often taken as 10 m/s² for calculation), so its path is a parabola. The flight of the centre of gravity cannot be changed once the body is airborne; a jumper can only rearrange the limbs around it. Three release factors decide the result: the speed of release, the angle of release and the height of release, and of these speed matters most, because the range depends on its square.

When release and landing are at the same height, the horizontal range is R = v² sin 2θ ÷ g, the time of flight T = 2v sin θ ÷ g and the maximum height H = v² sin²θ ÷ 2g. Because sin 2θ is greatest (equal to 1) when 2θ = 90°, the range is greatest at θ = 45°, and complementary angles such as 30° and 60° or 15° and 75° give equal ranges. Worked examples with g = 10 m/s²: at 10 m/s and 45°, R = 100 × 1 ÷ 10 = 10 m; at 20 m/s and 15°, R = 400 × sin 30° ÷ 10 = 400 × 0.5 ÷ 10 = 20 m; at 20 m/s and 30°, T = 2 × 20 × 0.5 ÷ 10 = 2 s and H = 400 × 0.25 ÷ 20 = 5 m. Doubling the release speed quadruples the range.

Real athletes release well below 45°, for three reasons. First, the release height is above the landing height: a shot is released at about 2 m and lands on the ground, so the projectile has extra time to travel and the optimum angle falls below 45°, the more so the greater the release height relative to the distance thrown. Second, and most important, release speed is not independent of release angle: the human body can generate greater speed when projecting more horizontally, because the muscles and joints are better placed to push forward than up and less work is done against gravity during the delivery; so a slightly lower angle with a higher speed beats 45° with a lower speed. Third, aerodynamics: a javelin and a discus generate lift and drag, which change the optimum. The result is that elite shot-putters release at roughly 35–38°, javelin throwers in the low to mid 30s, and long jumpers take off at only about 18–25°, because a jumper running at around 10 m/s cannot convert that horizontal speed into a steep take-off without losing most of it. A basketball shot needs a steeper arc to enter the ring, and a ski jumper or a discus thrower works within aerodynamic forces as much as gravity.

⚠️ 45° is the answer only on level ground in a vacuum
The textbook optimum of 45° assumes equal release and landing heights, no air resistance and a release speed that does not depend on angle. None holds in the shot put or long jump. If a question asks why athletes release lower, the answers are release height above landing, greater achievable speed at lower angles and, for some implements, aerodynamics.

3. Linear and angular kinematics and kinetics

Linear motion (translation) is motion in which all parts of a body move the same distance in the same direction: a skater gliding, a cyclist's trunk. Angular (rotary) motion is motion about an axis: a gymnast on the bar, the leg swinging at the hip. Most sporting movement is general motion, a combination, in which angular motions of the limbs produce linear motion of the body or an implement. Linear kinematics uses distance and displacement, speed and velocity, and acceleration; running speed, for example, equals stride length × stride frequency. Angular kinematics uses angular displacement (degrees or radians; 360° = 2π rad), angular velocity ω = angular displacement ÷ time and angular acceleration. A diver who completes two and a half somersaults (900°) in 1.5 s has an average angular velocity of 600°/s. The linear velocity of a point on a rotating body is v = ωr, with ω in radians per second: a golf club head 1.5 m from the axis of a swing turning at 30 rad/s moves at 45 m/s, which is why a longer lever at the same angular velocity strikes faster.

Angular kinetics is the study of what causes rotation. Torque (moment of force) = force × perpendicular distance from the axis; a force through the axis produces no rotation. The angular equivalent of mass is the moment of inertia, I = Σmr², which depends on how the mass is distributed about the axis: the farther the mass from the axis, the greater the resistance to rotation. Angular momentum L = Iω, and when no external torque acts, as in flight, it is conserved. So a diver or gymnast who tucks tightly reduces I and spins faster, then opens out to slow down before entry or landing; a figure skater pulls the arms in to spin faster; and a sprinter flexes the recovery leg to reduce its moment of inertia about the hip. Newton's laws have angular analogues: a body keeps rotating with constant angular momentum unless a torque acts; torque = I × angular acceleration; and every torque has an equal and opposite torque, as when a long jumper's arm circling in the air counter-rotates the trunk.

💡 The skater's arms
A spinning skater is a closed system with fixed angular momentum. Arms out, the mass is far from the axis, I is large and the spin is slow; arms in, I is small and the spin speeds up so that I × ω stays the same. A diver's tuck is the same trick in the air.

4. Friction, spin, impact and elasticity

Friction is the force that opposes the sliding of one surface over another. Its magnitude is F = μ × R, where R is the normal reaction force pressing the surfaces together and μ is the coefficient of friction, which depends on the two surfaces; a force of 300 N needed to start sliding a 600 N load means μ = 0.5. Static friction, before sliding begins, is greater than kinetic (sliding) friction once it has begun, and rolling friction is smaller still. Sport needs friction in some places and minimises it in others: spikes, studs, rubber soles, chalk on a gymnast's hands and grips on rackets increase it; wax on skis, smooth ice for skating and ball bearings in cycles reduce it.

Spin changes both the flight and the bounce of a ball. In flight, a spinning ball drags a thin layer of air round with it, so the air speed and pressure differ on its two sides and a sideways force, the Magnus force, acts on it. Topspin (the top of the ball rotating forward) produces a downward force, so the ball dips sharply, as in a tennis topspin drive or a football shot that dips under the bar; backspin produces lift, so the ball floats and travels farther, as with a golf drive or a backspun volleyball float; sidespin curves the ball sideways, as in a curling free kick. On the bounce, a topspin ball skids forward low and fast, while a backspin ball bounces more steeply and checks. The swing of a new cricket ball is a different effect, produced by the seam and the difference in surface between the two sides rather than by spin.

Impact is the collision of two bodies over a very short time, and elasticity is a body's ability to regain its shape after deformation. The coefficient of restitution (e) measures the elasticity of an impact: e = relative velocity of separation ÷ relative velocity of approach, and for a ball dropped onto a fixed surface e = √(bounce height ÷ drop height). A ball dropped from 1.0 m that rebounds to 0.36 m has e = √0.36 = 0.6. e lies between 0 (perfectly inelastic, no bounce) and 1 (perfectly elastic); it depends on both ball and surface, rises with temperature (a warm squash ball bounces more) and falls with impact speed, and governing bodies test balls by drop-and-rebound to keep play consistent. A tennis ball on grass bounces lower and faster than on clay because grass has lower friction and absorbs energy differently.

5. Air and water dynamics

Air and water are fluids and exert two kinds of dynamic force on a moving body: drag, which opposes motion, and lift, which acts perpendicular to the flow. Drag has three components: surface (skin friction) drag, from the fluid rubbing along the surface, reduced by smooth skin suits and shaving; form (pressure) drag, from the pressure difference between the front and the turbulent wake behind, reduced by streamlining, the cyclist's crouch and the swimmer's horizontal body position; and wave drag, at the water surface in swimming, reduced by swimming underwater after starts and turns within the rules. Drag rises roughly with the square of velocity, which is why it matters so much in cycling, skiing and sprint swimming, and why cyclists draft behind one another. Lift arises when the flow is deflected, as over an inclined javelin, discus or ski jumper, and by Bernoulli's principle faster flow over one surface means lower pressure there. The dimples on a golf ball make the boundary layer turbulent so that it clings to the ball longer, shrinking the wake and reducing form drag.

In water, buoyancy also acts. By Archimedes' principle the upthrust on an immersed body equals the weight of fluid it displaces, so whether a person floats depends on body density: fat is less dense than water and muscle and bone more dense, so lean, muscular swimmers tend to sink and people with more body fat float more easily. The centre of buoyancy (the centre of the displaced water, near the chest because of the lungs) usually lies above and towards the head from the centre of gravity (near the hips), so the two forces form a couple that rotates the legs downwards, which is why beginners' legs sink and why a good kick and a head-down, hips-up position matter. Swimming propulsion comes from both drag and lift forces generated by the hands and feet, and Newton's third law applies throughout: the swimmer pushes water backwards to be driven forwards.

Key takeaways

  • Newton's laws explain starts (inertia), acceleration (F = ma) and ground reaction force (action–reaction); impulse F × t equals the change in momentum, which is why follow-through adds speed and bent knees soften landings.
  • Range R = v² sin 2θ ÷ g is greatest at 45° only for equal release and landing heights without air resistance; speed matters most because range depends on its square.
  • Athletes release lower than 45° because release height exceeds landing height, greater speed is achievable at lower angles and implements have aerodynamic lift; long jumpers take off at about 18–25°.
  • Angular velocity is angular displacement ÷ time and v = ωr; angular momentum Iω is conserved in flight, so tucking speeds rotation.
  • Friction = μR; topspin dips and backspin lifts by the Magnus effect; e = √(bounce ÷ drop); drag rises with the square of speed and buoyancy equals the weight of water displaced.

Practice questions (10)

Attempt each one before opening the answer. Every explanation names the tempting wrong option as well as the right one, because that is where marks are lost.

  1. A ball is projected from ground level at 20 m/s at an angle of 15° to the horizontal and lands at the same level. Taking g = 10 m/s² and ignoring air resistance, what is its horizontal range in metres? Type the number.

    Numerical answer — type the value.

    Show answer

    Answer: 20

    R = v² sin 2θ ÷ g = 20² × sin 30° ÷ 10 = 400 × 0.5 ÷ 10 = 20 m. Using sin 15° instead of sin 30° (about 0.26) gives about 10.4 m, the commonest error; a 75° projection at the same speed would give the same 20 m.
  2. A 0.45 kg football at rest is kicked to a speed of 20 m/s, and foot and ball are in contact for 0.01 s. What is the average force on the ball in newtons? Type the number.

    Numerical answer — type the value.

    Show answer

    Answer: 900

    Impulse = change in momentum = 0.45 × 20 = 9 kg·m/s; average force = 9 ÷ 0.01 = 900 N. Forgetting to divide by the contact time gives 9, which is the impulse, not the force.
  3. A diver completes two and a half somersaults (900°) in 1.5 seconds. What is the average angular velocity in degrees per second? Type the number.

    Numerical answer — type the value.

    Show answer

    Answer: 600

    Angular velocity = angular displacement ÷ time = 900° ÷ 1.5 s = 600°/s (about 10.5 rad/s). Counting two and a half somersaults as 720° or dividing by 2.5 instead of the time are the usual slips.
  4. A ball dropped from a height of 1.0 m onto a floor rebounds to 0.36 m. What is the coefficient of restitution? Type the number as a decimal.

    Numerical answer — type the value.

    Show answer

    Answer: 0.6

    e = √(bounce height ÷ drop height) = √(0.36 ÷ 1.0) = √0.36 = 0.6. Giving 0.36 forgets the square root, because the heights vary with the square of the velocities.
  5. A golf club head is 1.5 m from the axis of rotation of the swing and turns at 30 rad/s. What is its linear speed?

    1. 450 m/s
    2. 31.5 m/s
    3. 45 m/s
    4. 20 m/s
    Show answer

    Answer: C — 45 m/s

    v = ωr = 30 × 1.5 = 45 m/s. 20 m/s comes from dividing instead of multiplying and 31.5 from adding; at the same angular velocity a longer club would move its head faster still.
  6. Which is the most important reason why elite shot-putters release at about 35–38° rather than 45°?

    1. They can generate greater release speed at lower angles, and the release height is above the landing height
    2. The shot generates aerodynamic lift like a javelin
    3. The rules forbid release angles above 40°
    4. Gravity acts less on the shot at lower angles
    Show answer

    Answer: A — They can generate greater release speed at lower angles, and the release height is above the landing height

    The shot is dense and aerodynamically negligible; the optimum falls below 45° because it is released about 2 m above the ground and because the body produces more speed projecting more horizontally. No rule limits the angle, and gravity does not depend on the angle.
  7. Assertion (A): A diver spins faster in a tight tuck than in a straight (layout) position. Reason (R): In flight angular momentum is conserved, so reducing the moment of inertia increases the angular velocity. Choose the correct option.

    1. Both A and R are true, and R is the correct explanation of A
    2. Both A and R are true, but R is not the correct explanation of A
    3. A is true, but R is false
    4. A is false, but R is true
    Show answer

    Answer: A — Both A and R are true, and R is the correct explanation of A

    Both are true and R explains A: with no external torque in the air, L = Iω is constant, and tucking brings mass close to the axis, reducing I, so ω rises. Opening out before entry reverses the effect.
  8. Which statements about spin are correct? Select all that apply.

    1. Topspin makes a ball bounce higher and check on landing
    2. The Magnus effect requires the ball to have no spin
    3. Backspin produces lift and makes a ball float
    4. Topspin makes a ball dip sooner in flight
    Show answer

    Answer: C — Backspin produces lift and makes a ball float; D — Topspin makes a ball dip sooner in flight

    The Magnus force of topspin acts downward and that of backspin upward. On the bounce it is backspin that makes a ball rise steeply and check, while topspin skids through low and fast; the Magnus effect exists only because the ball spins.
  9. A cricketer "gives" with the hands when catching a hard-hit ball. The mechanical reason is that this

    1. increases the time over which the ball's momentum is reduced, lowering the force on the hands
    2. reduces the ball's momentum before it reaches the hands
    3. changes the ball's mass
    4. increases the coefficient of restitution of the ball
    Show answer

    Answer: A — increases the time over which the ball's momentum is reduced, lowering the force on the hands

    The change in momentum is fixed by the ball's mass and speed; by spreading it over a longer time the average force (impulse ÷ time) falls, reducing pain and the chance of the ball bouncing out. It does not alter mass or momentum before contact.
  10. Which statements about fluid forces in sport are correct? Select all that apply.

    1. Dimples on a golf ball reduce form drag
    2. A swimmer's legs tend to sink because the centre of buoyancy lies nearer the head than the centre of gravity
    3. Lean, muscular people float more easily than people with more body fat
    4. Drag increases roughly with the square of velocity
    Show answer

    Answer: A — Dimples on a golf ball reduce form drag; B — A swimmer's legs tend to sink because the centre of buoyancy lies nearer the head than the centre of gravity; D — Drag increases roughly with the square of velocity

    Drag rises with speed squared, the offset between the centres of buoyancy and gravity rotates the legs down, and dimples shrink the wake. Muscle and bone are denser than water and fat is less dense, so fatter people float more easily.