When.com Web Search

Search results

  1. Results From The WOW.Com Content Network
  2. Hodograph - Wikipedia

    en.wikipedia.org/wiki/Hodograph

    One has to notice that direction are plotted as mentioned in the upper right corner. With the hodograph and thermodynamic diagrams like the tephigram, meteorologists can calculate: Wind shear: The lines uniting the extremities of successive vectors represent the variation in direction and value of the wind in a layer of the atmosphere.

  3. Right-hand rule - Wikipedia

    en.wikipedia.org/wiki/Right-hand_rule

    The direction of the cross product may be found by application of the right-hand rule as follows: The index finger points in the direction of the velocity vector v. The middle finger points in the direction of the magnetic field vector B. The thumb points in the direction of the cross product F.

  4. Dead reckoning - Wikipedia

    en.wikipedia.org/wiki/Dead_reckoning

    Networked games and simulation tools routinely use dead reckoning to predict where an actor should be right now, using its last known kinematic state (position, velocity, acceleration, orientation, and angular velocity). [14] This is primarily needed because it is impractical to send network updates at the rate that most games run, 60 Hz.

  5. Circular motion - Wikipedia

    en.wikipedia.org/wiki/Circular_motion

    Because the velocity v is tangent to the circular path, no two velocities point in the same direction. Although the object has a constant speed , its direction is always changing. This change in velocity is caused by an acceleration a , whose magnitude is (like that of the velocity) held constant, but whose direction also is always changing.

  6. Rotation formalisms in three dimensions - Wikipedia

    en.wikipedia.org/wiki/Rotation_formalisms_in...

    The derivative of a vector is the linear velocity of its tip. Since A is a rotation matrix, by definition the length of r(t) is always equal to the length of r 0, and hence it does not change with time. Thus, when r(t) rotates, its tip moves along a circle, and the linear velocity of its tip is tangential to the circle; i.e., always ...

  7. Motion graphs and derivatives - Wikipedia

    en.wikipedia.org/wiki/Motion_graphs_and_derivatives

    Since the velocity of the object is the derivative of the position graph, the area under the line in the velocity vs. time graph is the displacement of the object. (Velocity is on the y-axis and time on the x-axis. Multiplying the velocity by the time, the time cancels out, and only displacement remains.)

  8. Yaw (rotation) - Wikipedia

    en.wikipedia.org/wiki/Yaw_(rotation)

    A yaw rotation is a movement around the yaw axis of a rigid body that changes the direction it is pointing, to the left or right of its direction of motion. The yaw rate or yaw velocity of a car, aircraft, projectile or other rigid body is the angular velocity of this rotation, or rate of change of the heading angle when the aircraft is ...

  9. Gimbal lock - Wikipedia

    en.wikipedia.org/wiki/Gimbal_lock

    The telescope cannot track this maneuver without a discontinuous jump in one or both of the gimbal orientations. There is no continuous motion that allows it to follow the target. It is in gimbal lock. So there is an infinity of directions around zenith for which the telescope cannot continuously track all movements of a target. [2]