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This interactive simulation helps you visualize how mass distribution affects rotation and linear acceleration. It combines a Moment of Inertia Explorer (3D object inspector), a Ramp Race (rolling without slipping), Parallel Axis Theorem (I vs d graph), and a Torque & Angular Acceleration experiment with live F, τ, ω overlay. Use the Object Inspector to choose shapes (solid sphere, hollow sphere, cylinder, hoop, box, cone, octahedron), adjust mass and radius, and see I and its formula. Race two objects down a ramp and compare Ktrans vs Krot and vx, vy vs time. Explore I = Icm + Md² with the I vs d graph, and apply a force to spin objects via τ = r F sin θ; use θ ∈ [−180°, 180°] to accelerate or decelerate rotation.
Math behind the Simulation1. Moment of Inertia (I) The moment of inertia quantifies resistance to angular acceleration about a given axis. For shapes with symmetry, I can be written as I = f M R², where f depends only on geometry and R is a characteristic size. About a symmetry axis through the center of mass:
For box, cone, and octahedron, R is defined as above so that the same rolling formula a = g sin θ / (1 + f) applies when comparing shapes. 2. Rolling without slipping on a ramp Linear acceleration down the ramp: a = g sin θ / (1 + I/(MR²)). The factor f = I/(MR²) depends only on shape (e.g. 1/2 for a cylinder, 1 for a hoop). Lower f ⇒ larger a ⇒ that object wins the race. Energy splits into Ktrans = ½ M v² and Krot = ½ I ω², with ω = v/R when rolling without slipping. The race runs until both objects reach the bottom; the ramp overlay plots vx and vy vs time for each. 3. Parallel Axis Theorem If the rotation axis is parallel to the one through the center of mass (COM) and offset by distance d, then I = Icm + M d². I grows with d², so moving the axis away increases the difficulty of rotation. The I vs d graph plots this parabola. 4. Torque and angular acceleration Torque is τ = r × F. With r = lever arm, F = force magnitude, and θ = angle between r and F, the magnitude is τ = r F sin θ. The direction of τ follows the right-hand rule (thumb along τ, fingers from r toward F); the object rotates in that sense. Tangential force (θ = 90°) gives maximum torque; force along r (θ = 0°) gives zero. Angular acceleration α = τ / I. The angle θ can vary in [−180°, 180°]. Opposite θ (e.g. +90° vs −90°) yields opposite torque and thus opposite rotation. If the object is already spinning, applying force in the same direction as ω accelerates it; applying in the opposite direction decelerates or reverses it. The lever arm r is constrained to the object radius R; when R is changed, r is set equal to R. In Torque mode, an overlay plots force F, torque τ, and angular speed |ω| vs time. The ω curve is colored by rotation direction (e.g. ω+ vs ω−) so you can see when the object speeds up, slows down, or reverses. 2.0
1.00
I = (1/2) M R²
I = 1.00
UsageFollow these steps to explore the Rotational Motion Lab:
Tips: Compare cylinder vs hoop, or box vs octahedron, in the race to see how shape affects acceleration. In Torque mode, use θ = 0° (force toward center) for zero torque and no spin; 90° (tangential) for maximum torque. Use opposite θ to decelerate or reverse an already spinning object. The torque overlay shows |ω| rising when you speed up; colors indicate rotation direction. In Parallel Axis mode, move d and watch the I vs d parabola.
Visualizations
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