Physics: Vector Addition Lab Report
Physics: Vector Addition Lab Report
Physics: Vector Addition Lab Report
Section: 07209
Group Members:
Justin Pedroza
Hang Nguyen
Jake Truong
Nathan Shroeder
Maria Estrada
Abstract
Vectors are physical quantities that require magnitude and direction to be specified. We can
show vectors graphically and algebraically. Vectors can be scaled, added, and multiplied. There
are two common ways to add vectors to determine the resultant: the graphical and algebraic
methods. In this experiment, we are adding vectors to achieve a resultant, which we find by
adding the components of each vector to find the components of the resulting vector, allowing us
to find the magnitude and direction of the resulting vector. The experiment consists of four parts,
and in each part, students add vectors together. Students need to graphically find all solutions for
magnitude, direction, and components in each of these parts to ensure structuring the vectors’
equations correctly. One tiny error in calculations will end up with an incorrect outcome.
Theory
Definition of vectors:
Vector is a way to describe a force with its magnitude and direction in space, usually
In graphs, the vector is drawn as a line with an arrowhead on one tip, the
length of the line represents the vector’s magnitude (its displacement in space
or the scale of force) and the direction of the arrowhead represents the direction
of the vector.
Components of vectors:
Using a rectangular coordinate system of axes, vectors can be broken down into smaller
components for easier calculations within itself and with other vectors. The coordinate system
consists of 2 axes, the +x-axis pointing East and the +y-axis pointing North, shown in the
diagrams below:
A x = A cosθ
A y =A sinθ
Applying the Pythagoras Theorem for right-angled triangle into the 2 axes coordinate system to
|⃗A|= A=√ A x 2 + A y 2
The lab work consists of determining Vector Magnitude, Angle, and Component
measurements, based on prescribed data, using calculations as well as entering the data into the
PhET simulation software and recording the results. In Part 1 of the lab, x-component and y-
component values are determined based on given angles and magnitudes of vectors. In Part 2,
Magnitude and Angle of Vectors are determined based on given x- and y-component values.
Part 3 continues by adding groups of vectors to find the magnitude and angle of the resultant or
sum. Finally, in part 4, these formulas learned in the first 3 steps are applied to real-world
Simulation
Given data are input to the PhET simulator and the students record resulting values on an
Excel spreadsheet. The PhET simulator provides values accurate to the tenth (one decimal
place). The simulator provides options for arranging vectors according to Magnitude and
Direction, or according to x- and y-components, using a click and drag interface laid out on a
simulated x-y coordinate plane. The Resultant is provided in the form of a separate vector.
All Calculated values are rounded to the hundredth (two decimal places).
Part 1
In Part 1, Magnitude and Angle of a set of vectors are supplied, and the components must
be determined.
x-component y-component
Angle (in From From
Magnitude Calculated Calculated
degrees) Simulation Simulation
10 0 10.00 10.0 0.00 10.0
10 30 8.66 8.7 5.00 5.0
10 60 5.00 5.0 8.66 8.7
10 90 0.00 0.0 10.00 10.0
10 120 -5.00 -5.0 8.66 8.7
10 180 -10.00 -10.0 0.00 0.0
15 -15 14.49 14.5 -3.88 -3.9
15 -45 10.61 10.6 -10.61 -10.6
15 -75 3.88 3.9 -14.49 -14.5
15 -105 -3.88 -3.9 -14.49 -14.5
incorporated in all formulas involving Angle and Direction. As expected, complementary angles
of the same magnitude (i.e. 60° and 120°) have x- and y- components with similar absolute
values, but with different signs based on the Direction of the Magnitude points. y-component
values increase as the angle approaches 90° or -90° (more vertical). Conversely, the x-
component values increase as the angle approaches 0 or 180 in the positive or negative directions
(more horizontal).
Part 2
In Part 2, the x-component and y-component are provided, and Magnitude and Angle
must be determined.
Vectors having inverted x- and y-components are found to have the same magnitude, however,
their angles differ with respect to the x and y axes. For instance, the Vector with x=10 and y=2
has a magnitude of 10.20 and an angle of 11.31° while the Vector with x=2 and y=10 still has a
magnitude of 10.20 but an angle of 78.69° which is exactly 90-11.31, or 11.31° off vertical.
Vectors with an x-component value of 0 or a y-component value of 0 are found to have Angle
In Part 3 groups of Vectors were added together to find the Resultant, or Sum, of the Vectors.
For each group, or set, of Vectors, Magnitude and Angle are provided. The Magnitude
and Angle of the Resultant are calculated by summing the Components of the Vectors, then
applying the Pythagorean theorem to those sums. So, the first step is to calculate the
Components of the initial Vectors. Part 3 builds on the methods and formulas learned during
The Resultants shows the relationship between vectors when placed tip to tail, and how
the magnitude and direction of each Vector affect the relationship (distance and angle) of their
end points.
Part 4
In Part 4, similar to Part 3, the magnitude and direction of a set of vectors are provided.
The goal of Part 4 is to find how far from a starting point a person stands after walking in certain
directions for certain distances (magnitude and angle). The information provide in Part 4
requires additional work as the Angle values of the initial vectors are provided with respect to
North, South, East, and West, so the total Angle needs to be calculated first. With those Angles
calculated, answering the questions follows the same process as Part 3, using Vector addition to
calculate the distance and angle of the walker’s final position relative to the starting position.
relationship between the start and endpoints of vectors. When comparing calculations to the data
provided by the PhET simulator, all values are very similar. The calculated values are slightly
more accurate as these are rounded to the hundredth whereas the simulator data are rounded to
the tenth. However, all values are consistent when allowing for this difference.
Trigonometric functions such as cosine, sine, and tangent are used to calculate the
horizontal component and vertical component, magnitude or resultant, and the angle of a vector.
The students also demonstrate the process of calculating the addition of several vectors to form a
resultant graphically and algebraically (computational). The group was able to demonstrate that
the two methods produce slightly different results due to the number of decimals given through
the calculated results. The computation method is more accurate because we use two decimals to
represent the results, while the 2D simulation rounds numbers to 1 decimal. For instance, the
main idea of the first part of the lab is to calculate the x- and y- components of a vector with its
given magnitude and angle respectively. After analysis, the result of both methods Simulation
and algebraically (computational) appears to be relatively similar in value. It seems there are
extremely low percent error values that came from the 2D Simulator experiment which would
indicate that the algebraical method ((Microsoft Excel) is the best method of obtaining more
accurate values of the x and y components. For instance, given a vector of magnitude |d|= 15 and
negative angle of 15 the Simulator provides x=14.5 and y=-3.9 while the algebraical method
different results due to the number of decimals we provide for the calculated results. The
computation method was more accurate because we use two decimals to represent the results,
By applying vector addition, we are able to determine the final location of the person and their
2. A person again walking along straight paths but with more vectors or paths of travel,
From this, we can conclude that we can apply the vectors for multiple directions as we need to
Conclusion
From the lab, we can now demonstrate motions into vectors with magnitude and angles and use
trigonometric rules to calculate the displacement of objects in real-life. The same applications
can be used to illustrate and calculate other subjects like velocity and acceleration.