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Waves - Printed
Waves - Printed
WAVE EXPERIMENTS
Speed of Sound:
● Signal generator to a speaker can generate sounds with a specific frequency
● Two microscopes and an oscilloscope to find the wavelength of the waves generated
○ Oscilloscope - set so each microphone is a separate wave
○ Both start next to speaker
○ Move one away until waves are aligned, but exactly one wavelength apart
○ Distance between = 1λ
○ v=fλ to find speed of sound waves passing through the air
■ Frequency is whatever the signal generator was originally set to
(~2kHz is sensible)
○ Speed of sound is 330 m/s - results should roughly agree
Speed of Water Ripples:
● Signal generator attached to a dipper of a
ripple tank creates waves at a set frequency
● Strobe light helps see wave crests on a screen
below the tank
● When frequency of strobe light and wave are
equal, pattern appears to freeze
○ Moved exactly one wavelength forward
so it looks the same
● Distance between each shadow line is equal to 1 wavelength
○ Distance between shadow lines 10 wavelengths apart / 10 = average
wavelength (more accurate)
● v=fλ to find speed of the waves
Wave Equation for Waves on Strings:
● Signal generator and vibration transducer
cause the string to vibrate
● Adjust frequency of signal generator until
there’s a clear wave
○ Depends on length of string between
pulley and transducer and the
masses used
● Measure wavelengths
○ Find average of multiple - more accurate
● Frequency is what signal generator is set to
● v=fλ to find speed of the waves
SOUND WAVES
● Carried by particles vibrating
○ Series of compressions and rarefactions creates a sound wave which travels
through the air to your ear
○ Air particles themselves don’t move
● Longitudinal waves
● Travel in solids, liquids and gases
○ Fastest in solids - vibrations are more easily passed from particle to particle
○ Impossible for sound to travel through vacuum as particles are required
■ No vibrating particles = no sound
● Echo - sound wave reflected back from surface
○ Reduced using soft surfaces - absorb sound waves
● Lighting and Thunder
○ Sound travels at ~340m/s in air
○ Light travels at ~300,000,000m/s
○ ∴ we see lightning before we hear thunder
HEARING SOUND
● Sound waves that reach your eardrum can cause it
to vibrate
● Vibrations are passed to tiny bones in your ear called
ossicles, through the semicircular canals and to the
cochlea
● Cochlea turns vibrations into electrical signals - sent
to brain and allow you to sense (hear the sound)
● Different materials can convert different frequencies
of sound waves into vibrations
○ Humans can hear sound in the range 20Hz-
20kHz
○ Microphones pick up sound waves outside
this range - we wouldn’t hear
● Human hearing is limited by the size and shape of
our eardrum
○ As well as structure of all the parts within the ear that vibrate to transfer
energy from the sound wave
ULTRASOUND
● Frequencies above 20,000Hz (above human hearing)
● Partial reflection
○ When passing from one medium to another, some of the wave is reflected off
the boundary between the two media
○ Some is transmitted (and refracted)
● A burst of ultrasound is sent out
● It is partially reflected from a boundary between two media (different densities)
● Reflected signal is detected and the time delay is measured
○ Can be used to find the distance to the boundary (velocity = speed x time)
and an image is built up
Uses:
● Medical
○ Safe, non-invasive imaging (eg prenatal scanning)
○ Treating kidney stones (vibrations break down stones)
● Other uses
○ Industry - detecting defects (eg railway cracks)
■ Usually reflected by the far side
■ If there is a flaw such as a crack inside the object, the wave will be
reflected sooner
○ Sonar - used by ships looking for shoals for fish
EXPLORING STRUCTURES USING WAVES
● Waves have different properties depending on the material they’re travelling through
● Upon arriving at boundary between materials
○ Completely reflected
○ Partially reflected
○ Continue in same direction at different speed
○ Refracted
○ Absorbed
● Studying paths of waves through structures can give you clues of the properties of
the structure that you can’t see by eye
SEISMIC WAVES
● Earthquakes produce seismic waves which travel through the Earth
○ Seismometers detect these waves
● Seismologists work out the time it takes to for the shock waves to reach each
seismometers and which parts of the Earth don’t receive the shock waves at all
● When seismic waves reach a boundary between different layers of a material (w/
different properties) inside the Earth, some waves will be absorbed and some will be
refracted
● Most of the time, If waves are refracted, they change speed gradually, resulting in a
curved path
● If properties change suddenly, wave speeds change abruptly and the path as a kink
Longitudinal Transverse
Travel through solids and liquids Only travel through solids, not liquids (or gas)
● P waves are detected on opposite side of the Earth, but S waves aren’t
○ ∴ Earth has a liquid core
OSCILLOSCOPES
● An oscilloscope trace shows the displacement of one particle over time
● Amplitude
○ Small = Quiet
○ Big = Loud
● Frequency
○ High Frequency = High Pitch
○ Low Frequency = Low Pitch
DOPPLER EFFECT
● When an object emitting a sound moves towards you the wave fronts become
bunched up and frequency (pitch) of the wave increases
● As it moves away, the frequency decreases
REFRACTION
● Refraction - when a wave crosses a boundary at an angle it changes angle
● Amount refracted depends on speed of wave, which usually depends on density of
the two materials (usually higher density = slower waves)
○ Wave slows down across boundary → bends towards the normal
○ Wave become faster across boundary → bends away from the normal
● When refracted
○ Wavelength changes
○ Frequency stays the same
● If the wave is travelling along the normal, it will change speed, but it’s not refracted
● Optimal density of a material - how quickly light can travel through it
○ Higher optimal density = slower light waves travel through it
Triangular prism splits up white light (mixture of all colours, ie all wavelengths) into
different colours - dispersion
● Light waves are refracted as they enter and leave the prism
○ Shorter wavelength = more refracted
○ ∴ red light is refracted the least and violet is reflected the most
○ Spectrum is formed
REFLECTION
● Specular Reflection
○ Light reflects from mirrors or smooth polished surfaces at a predictable ange
(angle of incidence = angle of reflection)
● Diffuse Reflection
○ Light is reflected from a rough surface at random angles
COLOUR
● We only see the visible light spectrum - a range of wavelengths we perceive as
different colours
● Each colour has its own range of wavelength
○ Violet - 400nm to
○ Red - 700nm
● Colours can mix together to make other colours (except primary colours)
○ All together = white light
COLOUR FILTERS
● Filter out different wavelengths of light, only certain wavelengths (colours) are
transmitted - rest are absorbed
● Primary colour filter only transmits that colour
○ White light through blue filter → blue light let through, rest absorbed
○ White light through blue filter on non-blue object → appears black
■ All of the light that would be reflected is absorbed
● Filters of non-primary colours transmit wavelengths of light for that colour and
wavelengths of primary colours that can be added together to make that colour
LENSES
● Real Image - where rays of light from the object cross - can be seen on screen
● Virtual Image - where rays appear to have come from, find their position where the
virtual rays cross - cannot be seen on a screen
● Focal Point - point at which parallel rays converge
CONVEX LENSES
1. Dra
w a ray straight through the centre of the lens
2. Draw a second ray parallel to the axis until it reaches the lens. It then passes through
the principal focus
The image is formed where the rays cross
Object Distance Characteristics Uses
● ‘Fat’ lenses have short focal lengths, while ‘thin’ lenses have long focal lengths
CONCAVE LENS
POWER OF A LENS
● Power of a lens is the inverse of the focal length (in metres)
○ P=1/f (in m)
○ Unit for lens power is dioptre (D)
■ D=m-1
● A convex lens has a +ve power (and a +ve focal length)
● A concave lens has a -ve power (and a -ve focal length)
● Factors affecting the power of the lens
○ Material from which it is made
○ The curvature of the surfaces (thickness of the
lens)
THE EYE
● Ciliary muscles relax → stretch the lens → lens thinner → eye focus on distant object
● Ciliary muscles contract→ squeeze the lens → lens thicker→ focus on near object
Short Sighted
● Cannot focus on distant object
○ Light rays focus short of the retina
○ Eyeball is too big or the lens cannot become thin enough to focus
● Concave lens - allows the light from distant object to focus correctly on the retina
Long Sighted
● Cannot focus on near object
○ Light rays focus behind the retina
○ Eyeball is too small or the ciliary muscles cannot make the lens thick enough
to focus
● Convex lens - allows the light from nearby object to focus correctly on the retina
INFRARED RADIATION
● Black matt surfaces are good absorbers of i.r. radiation (like visible light). Black matt
surfaces are also best emitters of i.r.
● Pale shiny surfaces are poor absorbers and emitters of i.r. They are also good
reflectors
Infrared Radiation Experiments:
● Leslie’s Cube:
○ Cube with four different coloured surfaces, filled with boiling water
○ Use an i.r. thermometer to measure the radiation coming from each surface
● Matt Black and Shiny Test Tubes:
○ Small amount of water and a thermometer in a test tube
○ Place the test tubes near a radiant heater
○ Compare the temperature rise of the water in each tube
BLACK BODY RADIATION
● Perfect black body is an object that absorbs all wavelengths of radiation incident
upon it
○ Black bodies are also good emitters of all wavelengths
● An object at constant temperature is absorbing and emitting radiation at the same
rate (in equilibrium)
● The hotter an object is, the more radiation it emits and the higher the peak
wavelength
EARTH’S TEMPERATURE
● Overall temperature of the Earth depends on the amount of radiation it reflects,
absorbs and emits
● During the day, lots of radiation (like light) is transferred to the Earth from the Sun
and absorbed
○ ∴ increase in local temperature
● At night, less radiation is being absorbed than is being emitted, causing a decrease
in local temperature
● Overall, the temperature of the Earth stays fairly constant
● Changes to the atmosphere can cause a change to the Earth’s overall temperature
○ Atmosphere starts to absorb more radiation without emitting the same amount →
overall temperature will rise until absorption and emission are equal again (global
warming)
ELECTROMAGNETIC SPECTRUM
EM WAVES
● All EM waves are transverse waves that transfer energy from a source to an
absorber (eg a hot object transfers energy by emitting i.r. which is absorbed by
surrounding air)
● All EM waves travel at the same speed through air or a vacuum (space)
● All EM waves can be reflected/refracted/defracted
● Continuous spectrum - grouped into seven basic types, based on λ and frequency
● Large range of frequencies - EM waves are generated by a variety of changes in
atoms and their nuclei
○ Changes in the nucleus of an atom creates gamma rays
○ ∴ atoms can absorb a range of frequencies - each one causes a different change
● Different properties - different purposes
RADIO
● Longest wavelength - 1m-100m
● Lowest frequency
● Made by various types of transmitter, depending on the wavelength
● Also given off by stars, spark and lightning
● Uses:
○ Used mainly for communication such as radio stations
○ Also used for television transmissions and military aircraft radios
○ TV and Radio
● Dangers:
○ Large doses can cause cancer, leukaemia and other disorders
○ No serious, major dangers
MICROWAVE
● λ = 1cm - 1m
● Uses:
○ Cause water and fat molecules to vibrate, which makes things hotter. Thus
microwaves can be used to cook food
○ Mobile phone (microwaves can be generated by a small antenna)
○ WiFi
○ Fixed traffic speed cameras and radar
○ Mobile phones, satellite TV
● Dangers:
○ ‘Cataracts’ - clouding of eye lens
○ Microwaves from your phone may affect parts of your brain
○ Heating body tissue
INFRARED
● λ = 700nm - 1mm
● Uses:
○ Remote controls
○ Heat lamps can be used to heal sports injuries
○ Short-range communications (mobile)
○ All objects give off i.r. waves ∴ they can be used to ‘see in the dark’
○ Passive infrared detectors are used in alarm system
○ Thermal imaging cameras
● Dangers:
○ Overheating
○ Skin burn
VISIBLE
● λ = 390nm - 700nm
● Uses:
○ Allow us to see things the way we do (visible light rays from the sun)
○ Lasers (printers or aircraft weapon aiming systems)
○ Compact disc and DVD players
○ Photography
● Dangers:
○ Too much light can damage the retina in your eyes
○ Skin Damage
ULTRAVIOLET
● λ = 10 - 400nm
● Uses:
○ Sun tan
○ Detecting forged bank notes
○ Hardening types of dental filling
○ UV rays can be used to kill microbes or sterilise products
○ Suitable UV rays can cause the body to produce vitamin D
○ Security marking
● Dangers:
○ Large doses damage the retina in your eyes ( → blindness)
○ Sunburn or potentially skin cancer
X-RAY
● λ = 0.01nm - 10nm
● Uses:
○ See inside people’s bodies as they easily pass through soft tissues but not
through hard bone - Medical Imaging
○ Airport security - check inside luggage
○ Astronomers use them to spot things in the universe that emit X-Rays
● Dangers:
○ Can cause cell damage and cancer
GAMMA
● λ = >10 picometres
● Uses:
○ Kill cancer cells
○ Tracers inside the body
○ Sterilise
■ food
■ medical equipment
● Dangers:
○ Cause cell damage and can cause a variety of cancers
○ Cause mutations in growing tissues