Contents:

  1. Introduction
  2. Sine Waves
  3. Wave Speed
  4. Transverse
  5. SHO I
  6. SHO II
  7. Longitudinal
  8. Water Waves
  9. 2D Waves
  10. Adding Waves
  11. Interference
  12. Group Velocity
  13. Other Waves
  14. Fourier
  15. Reflection
  16. Boundaries
  17. Standing Waves
  18. Refraction
  19. Lenses
  20. Path Difference
  21. Impedance
  22. Dispersion I
  23. Dispersion II
  24. Diffraction
  25. Doppler
  26. Electromagnetic I
  27. Antenna
  28. Electromagnetic II
  29. Polarization
  30. Wave Equation
  31. Mass Chains
  32. Non-linearity
  33. Solitons

Ejs Created with Easy Java Simulations

3: Speed of a Wave

There are three different velocities involved with describing a wave, one of which will be introduced here. The velocity of the wave, v, is a constant determined by the properties of the medium in which the wave is moving. The velocity is a vector which gives the forward speed of the wave and the direction the wave is traveling. For now we will not worry about direction since the waves being discussed will all be assumed to travel along the x-axis. The speed of a sine wave is given by v = λ /T where wavelength and period for a sine wave were defined in the previous exercise.

In this simulation the original wave will remain in the window so that as you make changes to f(x,t) you can see how the new wave (in red) compares to the original (g(x,t), in blue).


Questions:

3.1. Determine the speed of the wave in the simulation using v = λ /T where wavelength and period are determined from the simulation as you did in the previous exercise using the mouse to find the wavelength and the time to find the period. What is the forward speed of this wave?

3.2. The speed of this wave is also given mathematically by v = ω/k since ω = 2π f = /T and k = 2π/λ. What is the speed of this wave based on the values of ω and k in the equation? Does this match the speed you got from the simulation?

3.3. Reload the initial conditions and experiment with values of the wavenumber both smaller and larger than 2.0 keeping the angular frequency fixed. How does the wavenumber change the speed of the wave?

3.4. Reload the initial conditions and experiment with values of the angular frequency both smaller and larger than 0.8 keeping the wavenumber fixed. How does the angular frequency change the speed of the wave?

This simulation is misleading in one important way. In the simulation you can set any combination of angular frequency and wavenumber you choose and so have any speed you want for the wave. But for mechanical and accoustic waves the speed is determined by the medium in which the wave travels. As we will see, for these waves it is often the case that v = ω/k so that the angular frequency and wavenumber are inversely proportional with v a constant. Examples:

As we will see later, it is the case that speed can sometimes depend on the frequeny of the wave, a phemomenon know as dispersion.

3.5. Does sound travel slightly faster on a hot day or a cool day? Does sound travel faster or slower if the humidity is high?

3.6. Density is relatively easy to measure. What would be a clever way to measure Young's modulus, Y for a solid?

3.7. Do waves on a string travel faster or slower if the string is tighter? Do waves on a string travel faster or slower if the string is thicker?

3.8. In general the index of refraction is larger than one. What does this tell you about the speed of light in glass?

3.9. Reload the initial conditions with the 'reload' button. For a wavenumber of 4.0 experiment to find the correct angular frequency which gives the original speed of the wave you found in questions 3.1 and 3.2 (you should be able to see from the simulation when the new wave is traveling at the same speed as the original).

3.10. Calculate the wavenumber which gives the speed of the original wave for angular frequencies of 0.4, 0.6, 1.0, and 1.2 using the relationship in question 3.2. Check your answers with the simulation if you are in doubt.



© 2015, Wolfgang Christian and Kyle Forinash.

Released under a Creative Commons Attribution-NonCommercial-ShareAlike license.