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Head First Physics
A Learner's Companion to Mechanics and Practical Physics (AP Physics B - Advanced Placement)
Taschenbuch von Heather Lang
Sprache: Englisch

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Beschreibung
Wouldn't it be great if there were a physics book that showed you how things work instead of telling you how? Finally, with Head First Physics, there is. This comprehensive book takes the stress out of learning mechanics and practical physics by providing a fun and engaging experience, especially for students who "just don't get it."

Head First Physics offers a format that's rich in visuals and full of activities, including pictures, illustrations, puzzles, stories, and quizzes -- a mixed-media style proven to stimulate learning and retention. One look will convince you: This isn't mere theory, this is physics brought to life through real-world scenarios, simple experiments, and hypothetical projects. Head First Physics is perfect for anyone who's intrigued by how things work in the natural world.

You'll quickly discover that physics isn't a dry subject. It's all about the world we live in, encompassing everything from falling objects and speeding cars, to conservation of energy and gravity and weightlessness, and orbital behavior. This book:

* Helps you think like a physicist so you can understand why things really work the way they do
* Gives you relevant examples so you can fully grasp the principles before moving on to more complex concepts
* Designed to be used as a supplement study guide for the College Board's Advanced Placement Physics B Exam
* Introduces principles for the purpose of solving real-world problems, not memorization
* Teaches you how to measure, observe, calculate -- and yes -- how to do the math
* Covers scientific notation, SI units, vectors, motion, momentum conservation, Newton's Laws, energy conservation, weight and mass, gravitation and orbits, circular motion and simple harmonic motion, and much more

If "Myth Busters" and other TV programs make you curious about our physical world -- or if you're a student forced to take a physics course -- now you can pursue the subject without the dread of boredom or the fear that it will be over your head. Head First Physics comes to rescue with an innovative, engaging, and inspirational way to learn physics!
Wouldn't it be great if there were a physics book that showed you how things work instead of telling you how? Finally, with Head First Physics, there is. This comprehensive book takes the stress out of learning mechanics and practical physics by providing a fun and engaging experience, especially for students who "just don't get it."

Head First Physics offers a format that's rich in visuals and full of activities, including pictures, illustrations, puzzles, stories, and quizzes -- a mixed-media style proven to stimulate learning and retention. One look will convince you: This isn't mere theory, this is physics brought to life through real-world scenarios, simple experiments, and hypothetical projects. Head First Physics is perfect for anyone who's intrigued by how things work in the natural world.

You'll quickly discover that physics isn't a dry subject. It's all about the world we live in, encompassing everything from falling objects and speeding cars, to conservation of energy and gravity and weightlessness, and orbital behavior. This book:

* Helps you think like a physicist so you can understand why things really work the way they do
* Gives you relevant examples so you can fully grasp the principles before moving on to more complex concepts
* Designed to be used as a supplement study guide for the College Board's Advanced Placement Physics B Exam
* Introduces principles for the purpose of solving real-world problems, not memorization
* Teaches you how to measure, observe, calculate -- and yes -- how to do the math
* Covers scientific notation, SI units, vectors, motion, momentum conservation, Newton's Laws, energy conservation, weight and mass, gravitation and orbits, circular motion and simple harmonic motion, and much more

If "Myth Busters" and other TV programs make you curious about our physical world -- or if you're a student forced to take a physics course -- now you can pursue the subject without the dread of boredom or the fear that it will be over your head. Head First Physics comes to rescue with an innovative, engaging, and inspirational way to learn physics!
Über den Autor

Heather Lang has a physics degree, a PhD in the grey area between biochemistry and physics, and international caps at both chess and cricket. She has a great interest in educational and coaching methods and has run after-school chess clubs for a number of years, bringing many complete beginners on to national and international level.

Heather has been able to transfer many of these successful methods across to her book Head First Physics. She is also the co-author of the Babar Particle Physics Teaching Package (Manchester University Department of Physics and Astronomy, 1999) and joint first author of a 2002 Nature Immunology paper with a lot of jargon and some pretty pictures in it.

Inhaltsverzeichnis
Advance Praise for Head First Physics;
Praise for other Head First academic titles;
Praise for the Head First Approach;
;
Author of Head First Physics;
How to Use this Book: Intro;
Who is this book for?;
We know what you're thinking;
We know what your brain is thinking;
Metacognition: thinking about thinking;
Here's what WE did:;
Here's what YOU can do to bend your brain into submission;
Read Me;
The technical review team;
Acknowledgments;
Safari® Books Online;
Chapter 1: Think Like a Physicist: In the beginning ...;
1.1 Physics is the world around you;
1.2 You can get a feel for what's happening by being a part of it;
1.3 Use your intuition to look for 'special points';
1.4 The center of the earth is a special point;
1.5 Ask yourself "What am I ALREADY doing as I reach the special point?";
1.6 Where you're at - and what happens next?;
1.7 Now put it all together;
1.8 Your Physics Toolbox;
Chapter 2: Making it all MEAN Something: Units and measurements;
2.1 It's the best music player ever, and you're part of the team!;
2.2 So you get on with measuring the myPod case;
2.3 When the myPod case comes back from the factory...;
2.4 ...it's waaay too big!;
2.5 There aren't any UNITS on the blueprint;
2.6 You'll use SI units in this book (and in your class);
2.7 You use conversion factors to change units;
2.8 You can write a conversion factor as a fraction;
2.9 Now you can use the conversion factor to update the blueprint;
2.10 You just converted the units for the entire blueprint!;
2.11 But there's STILL a problem ...;
2.12 What to do with numbers that have waaaay too many digits to be usable;
2.13 How many digits of your measurements look significant?;
2.14 Generally, you should round your answers to three significant digits;
2.15 Is it OK to round the myPod blueprint to three significant digits?;
2.16 You ALREADY intuitively rounded your original myPod measurements!;
2.17 Any measurement you make has an error (or uncertainty) associated with it;
2.18 The error on your original measurements should propagate through to your converted blueprint;
2.19 Right! Time to attack the blueprint again!;
2.20 STOP!! Before you hit send, do your answers SUCK?!;
2.21 You nailed it!;
2.22 When you write down a measurement, you need the right number of significant digits;
2.23 Your Physics Toolbox;
Chapter 3: Scientific Notation, Area, and Volume: All numbers great and small;
3.1 A messy college dorm room;
3.2 So how long before things go really bad?;
3.3 Power notation helps you multiply by the same number over and over;
3.4 Your calculator displays big numbers using scientific notation;
3.5 Scientific notation uses powers of 10 to write down long numbers;
3.6 Scientific notation helps you with small numbers as well;
3.7 You'll often need to work with area or volume;
3.8 Look up facts in a book (or table of information);
3.9 Prefixes help with numbers outside your comfort zone;
3.10 Scientific notation helps you to do calculations with large and small numbers;
3.11 The guys have it all worked out;
3.12 200,000,000 meters cubed bugs after only 16 hours is totally the wrong size of answer!;
3.13 Be careful converting units of area or volume;
3.14 So the bugs won't take over ... unless the guys sleep in!;
3.15 Question Clinic: The "Converting units of area or volume" Question;
3.16 Your Physics Toolbox;
Chapter 4: Equations and Graphs: Learning the lingo;
4.1 The new version of the Break Neck Pizza website is nearly ready to go live ...;
4.2 ...but you need to work out how to give the customer their delivery time;
4.3 If you write the delivery time as an equation, you can see what's going on;
4.4 Use variables to keep your equation general;
4.5 You need to work out Alex's cycling time;
4.6 When you design an experiment, think about what might go wrong!;
4.7 OK - time to recap where you're at...;
4.8 Conduct an experiment to find out Alex's speed;
4.9 Write down your results... in a table;
4.10 Use the table of distances and times to work out Alex's speed;
4.11 Random errors mean that results will be spread out;
4.12 A graph is the best way of taking an average of ALL your results;
4.13 Use a graph to show Alex's time for ANY distance;
4.14 The line on the graph is your best estimate for how long Alex takes to cycle ANY distance;
4.15 You can see Alex's speed from the steepness of the distance-time graph;
4.16 Alex's speed is the slope of the distance-time graph;
4.17 Now work out Alex's average speed from your graph;
4.18 You need an equation for Alex's time to give to the web guys;
4.19 Rearrange the equation to say "¿ time = something";
4.20 Use your equation to work out the time it takes Alex to reach each house;
4.21 So you do a test run with the website ...;
4.22 So just convert the units, and you're all set...right?;
4.23 Include the cooking time in your equation;
4.24 The Break Neck website goes live, and the customers love it!;
4.25 A few weeks later, you hear from Break Neck again;
4.26 A graph lets you see the difference the stop lights made;
4.27 The stop lights change Alex's average speed;
4.28 Add on two minutes per stop light to give the customer a maximum delivery time ...;
4.29 ...the customers are extremely happy ...;
4.30 ...and you're invited to the Pizza Party;
4.31 Question Clinic: The "Did you do what they asked you" Question;
4.32 Your Physics Toolbox;
Chapter 5: Dealing with Directions: Vectors;
5.1 The treasure hunt;
5.2 Displacement is different from distance;
5.3 Distance is a scalar; displacement is a vector;
5.4 You can represent vectors using arrows;
5.5 You found the next clue...;
5.6 You can add vectors in any order;
5.7 Well done - you've found the third clue!;
5.8 Question Clinic: The "Wheat from the chaff" Question;
5.9 Angles measure rotations;
5.10 Now you can get on with clue 3!;
5.11 If you can't deal with something big, break it down into smaller parts;
5.12 You move onto the fourth clue...;
5.13 Velocity is the 'vector version' of speed;
5.14 Write units using shorthand;
5.15 So, on to clue 4 ...;
5.16 You need to allow for the stream's velocity too!;
5.17 If you can find the stream's velocity, you can figure out the velocity for the boat;
5.18 It takes the boat time to accelerate from a standing start;
5.19 How do you deal with acceleration?;
5.20 So it's back to the boat ...;
5.21 Vector, Angle, Velocity, Acceleration = WINNER!!!;
5.22 Your Physics Toolbox;
5.23 Question Clinic: The "Design an experiment" Question;
Chapter 6: Displacement, Velocity, and Acceleration: What's going on?;
6.1 Just another day in the desert ...;
6.2 ...and another Dingo-Emu moment!;
6.3 How can you use what you know?;
6.4 The cage accelerates as it falls;
6.5 ' Vectorize' your equation;
6.6 You want an instantaneous velocity, not an average velocity;
6.7 You already know how to calculate the slope of a straight line...;
6.8 A point on a curved line has the same slope as its tangent;
6.9 The slope of something's velocity-time graph lets you work out its acceleration;
6.10 Work out the units of acceleration;
6.11 Success! You worked out the velocity after 2.0 s - and the cage won't break!;
6.12 Now onto solve for the displacement!;
6.13 Your Physics Toolbox;
Chapter 7: Equations of motion (part 1): Playing With Equations;
7.1 How high should the crane be?;
7.2 Graphs and equations both represent the real world;
7.3 You're interested in the start and end points;
7.4 You have an equation for the velocity - but what about the displacement?;
7.5 See the average velocity on your velocity-time graph;
7.6 Test your equations by imagining them with different numbers;
7.7 Calculate the cage's displacement!;
7.8 You know how high the crane should be!;
7.9 But now the Dingo needs something more general;
7.10 A substitution will help;
7.11 Get rid of the variables you don't want by making substitutions;
7.12 Continue making substitutions ...;
7.13 You did it - you derived a useful equation for the cage's displacement!;
7.14 Check your equation using Units;
7.15 Check your equation by trying out some extreme values;
7.16 Your equation checks out!;
7.17 Question Clinic: The "Substitution" Question;
7.18 Question Clinic: The "Units" or "Dimensional analysis" Question;
7.19 Think like a physicist!;
7.20 Your Physics Toolbox;
Chapter 8: Equations of Motion (Part 2): Up, up, and... back down;
8.1 Previously ...;
8.2 Now ACME has an amazing new cage launcher;
8.3 The acceleration due to gravity is constant;
8.4 Velocity and acceleration are in opposite directions, so they have opposite signs;
8.5 You can use one graph to work out the shapes of the others;
8.6 Is a graph of your equation the same shape as the graph you sketched?;
8.7 Ready to launch the cage!;
8.8 Fortunately, ACME has a rocket-powered hovercraft!;
8.9 You can work out a new equation by making a substitution for t;
8.10 Multiply out the parentheses in your equation;
8.11 You have two sets of parentheses multiplied together;
8.12 Where you're at with your new equation;
8.13 You need to simplify your equation by grouping the terms;
8.14 You can use your new equation to work out the stopping distance;
8.15 There are THREE key equations you can use when there's constant acceleration;
8.16 You need to work out the launch velocity that gets the Dingo out of the Grand Canyon!;
8.17 The launch velocity's right!;
8.18 You need to find another way of doing this problem;
8.19 Question Clinic: The "Sketch a graph" or "Match a graph" Question;
8.20 Question Clinic: The "Symmetry" and "Special points" Questions;
8.21 Your Physics Toolbox;
Chapter 9: Triangles, Trig and Trajectories: Going two-dimensional;
9.1 Camelot - we have a problem!;
9.2 How...
Details
Erscheinungsjahr: 2008
Fachbereich: Astronomie
Genre: Importe, Physik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: 895 S.
ISBN-13: 9780596102371
ISBN-10: 0596102372
UPC: 636920102373
EAN: 0636920102373
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Lang, Heather
Hersteller: O'Reilly Media
O'Reilly Media, Inc.
Verantwortliche Person für die EU: dpunkt.verlag GmbH, Vanessa Niethammer, Wieblinger Weg 17, D-69123 Heidelberg, hallo@dpunkt.de
Maße: 258 x 205 x 55 mm
Von/Mit: Heather Lang
Erscheinungsdatum: 28.10.2008
Gewicht: 1,74 kg
Artikel-ID: 101887989
Über den Autor

Heather Lang has a physics degree, a PhD in the grey area between biochemistry and physics, and international caps at both chess and cricket. She has a great interest in educational and coaching methods and has run after-school chess clubs for a number of years, bringing many complete beginners on to national and international level.

Heather has been able to transfer many of these successful methods across to her book Head First Physics. She is also the co-author of the Babar Particle Physics Teaching Package (Manchester University Department of Physics and Astronomy, 1999) and joint first author of a 2002 Nature Immunology paper with a lot of jargon and some pretty pictures in it.

Inhaltsverzeichnis
Advance Praise for Head First Physics;
Praise for other Head First academic titles;
Praise for the Head First Approach;
;
Author of Head First Physics;
How to Use this Book: Intro;
Who is this book for?;
We know what you're thinking;
We know what your brain is thinking;
Metacognition: thinking about thinking;
Here's what WE did:;
Here's what YOU can do to bend your brain into submission;
Read Me;
The technical review team;
Acknowledgments;
Safari® Books Online;
Chapter 1: Think Like a Physicist: In the beginning ...;
1.1 Physics is the world around you;
1.2 You can get a feel for what's happening by being a part of it;
1.3 Use your intuition to look for 'special points';
1.4 The center of the earth is a special point;
1.5 Ask yourself "What am I ALREADY doing as I reach the special point?";
1.6 Where you're at - and what happens next?;
1.7 Now put it all together;
1.8 Your Physics Toolbox;
Chapter 2: Making it all MEAN Something: Units and measurements;
2.1 It's the best music player ever, and you're part of the team!;
2.2 So you get on with measuring the myPod case;
2.3 When the myPod case comes back from the factory...;
2.4 ...it's waaay too big!;
2.5 There aren't any UNITS on the blueprint;
2.6 You'll use SI units in this book (and in your class);
2.7 You use conversion factors to change units;
2.8 You can write a conversion factor as a fraction;
2.9 Now you can use the conversion factor to update the blueprint;
2.10 You just converted the units for the entire blueprint!;
2.11 But there's STILL a problem ...;
2.12 What to do with numbers that have waaaay too many digits to be usable;
2.13 How many digits of your measurements look significant?;
2.14 Generally, you should round your answers to three significant digits;
2.15 Is it OK to round the myPod blueprint to three significant digits?;
2.16 You ALREADY intuitively rounded your original myPod measurements!;
2.17 Any measurement you make has an error (or uncertainty) associated with it;
2.18 The error on your original measurements should propagate through to your converted blueprint;
2.19 Right! Time to attack the blueprint again!;
2.20 STOP!! Before you hit send, do your answers SUCK?!;
2.21 You nailed it!;
2.22 When you write down a measurement, you need the right number of significant digits;
2.23 Your Physics Toolbox;
Chapter 3: Scientific Notation, Area, and Volume: All numbers great and small;
3.1 A messy college dorm room;
3.2 So how long before things go really bad?;
3.3 Power notation helps you multiply by the same number over and over;
3.4 Your calculator displays big numbers using scientific notation;
3.5 Scientific notation uses powers of 10 to write down long numbers;
3.6 Scientific notation helps you with small numbers as well;
3.7 You'll often need to work with area or volume;
3.8 Look up facts in a book (or table of information);
3.9 Prefixes help with numbers outside your comfort zone;
3.10 Scientific notation helps you to do calculations with large and small numbers;
3.11 The guys have it all worked out;
3.12 200,000,000 meters cubed bugs after only 16 hours is totally the wrong size of answer!;
3.13 Be careful converting units of area or volume;
3.14 So the bugs won't take over ... unless the guys sleep in!;
3.15 Question Clinic: The "Converting units of area or volume" Question;
3.16 Your Physics Toolbox;
Chapter 4: Equations and Graphs: Learning the lingo;
4.1 The new version of the Break Neck Pizza website is nearly ready to go live ...;
4.2 ...but you need to work out how to give the customer their delivery time;
4.3 If you write the delivery time as an equation, you can see what's going on;
4.4 Use variables to keep your equation general;
4.5 You need to work out Alex's cycling time;
4.6 When you design an experiment, think about what might go wrong!;
4.7 OK - time to recap where you're at...;
4.8 Conduct an experiment to find out Alex's speed;
4.9 Write down your results... in a table;
4.10 Use the table of distances and times to work out Alex's speed;
4.11 Random errors mean that results will be spread out;
4.12 A graph is the best way of taking an average of ALL your results;
4.13 Use a graph to show Alex's time for ANY distance;
4.14 The line on the graph is your best estimate for how long Alex takes to cycle ANY distance;
4.15 You can see Alex's speed from the steepness of the distance-time graph;
4.16 Alex's speed is the slope of the distance-time graph;
4.17 Now work out Alex's average speed from your graph;
4.18 You need an equation for Alex's time to give to the web guys;
4.19 Rearrange the equation to say "¿ time = something";
4.20 Use your equation to work out the time it takes Alex to reach each house;
4.21 So you do a test run with the website ...;
4.22 So just convert the units, and you're all set...right?;
4.23 Include the cooking time in your equation;
4.24 The Break Neck website goes live, and the customers love it!;
4.25 A few weeks later, you hear from Break Neck again;
4.26 A graph lets you see the difference the stop lights made;
4.27 The stop lights change Alex's average speed;
4.28 Add on two minutes per stop light to give the customer a maximum delivery time ...;
4.29 ...the customers are extremely happy ...;
4.30 ...and you're invited to the Pizza Party;
4.31 Question Clinic: The "Did you do what they asked you" Question;
4.32 Your Physics Toolbox;
Chapter 5: Dealing with Directions: Vectors;
5.1 The treasure hunt;
5.2 Displacement is different from distance;
5.3 Distance is a scalar; displacement is a vector;
5.4 You can represent vectors using arrows;
5.5 You found the next clue...;
5.6 You can add vectors in any order;
5.7 Well done - you've found the third clue!;
5.8 Question Clinic: The "Wheat from the chaff" Question;
5.9 Angles measure rotations;
5.10 Now you can get on with clue 3!;
5.11 If you can't deal with something big, break it down into smaller parts;
5.12 You move onto the fourth clue...;
5.13 Velocity is the 'vector version' of speed;
5.14 Write units using shorthand;
5.15 So, on to clue 4 ...;
5.16 You need to allow for the stream's velocity too!;
5.17 If you can find the stream's velocity, you can figure out the velocity for the boat;
5.18 It takes the boat time to accelerate from a standing start;
5.19 How do you deal with acceleration?;
5.20 So it's back to the boat ...;
5.21 Vector, Angle, Velocity, Acceleration = WINNER!!!;
5.22 Your Physics Toolbox;
5.23 Question Clinic: The "Design an experiment" Question;
Chapter 6: Displacement, Velocity, and Acceleration: What's going on?;
6.1 Just another day in the desert ...;
6.2 ...and another Dingo-Emu moment!;
6.3 How can you use what you know?;
6.4 The cage accelerates as it falls;
6.5 ' Vectorize' your equation;
6.6 You want an instantaneous velocity, not an average velocity;
6.7 You already know how to calculate the slope of a straight line...;
6.8 A point on a curved line has the same slope as its tangent;
6.9 The slope of something's velocity-time graph lets you work out its acceleration;
6.10 Work out the units of acceleration;
6.11 Success! You worked out the velocity after 2.0 s - and the cage won't break!;
6.12 Now onto solve for the displacement!;
6.13 Your Physics Toolbox;
Chapter 7: Equations of motion (part 1): Playing With Equations;
7.1 How high should the crane be?;
7.2 Graphs and equations both represent the real world;
7.3 You're interested in the start and end points;
7.4 You have an equation for the velocity - but what about the displacement?;
7.5 See the average velocity on your velocity-time graph;
7.6 Test your equations by imagining them with different numbers;
7.7 Calculate the cage's displacement!;
7.8 You know how high the crane should be!;
7.9 But now the Dingo needs something more general;
7.10 A substitution will help;
7.11 Get rid of the variables you don't want by making substitutions;
7.12 Continue making substitutions ...;
7.13 You did it - you derived a useful equation for the cage's displacement!;
7.14 Check your equation using Units;
7.15 Check your equation by trying out some extreme values;
7.16 Your equation checks out!;
7.17 Question Clinic: The "Substitution" Question;
7.18 Question Clinic: The "Units" or "Dimensional analysis" Question;
7.19 Think like a physicist!;
7.20 Your Physics Toolbox;
Chapter 8: Equations of Motion (Part 2): Up, up, and... back down;
8.1 Previously ...;
8.2 Now ACME has an amazing new cage launcher;
8.3 The acceleration due to gravity is constant;
8.4 Velocity and acceleration are in opposite directions, so they have opposite signs;
8.5 You can use one graph to work out the shapes of the others;
8.6 Is a graph of your equation the same shape as the graph you sketched?;
8.7 Ready to launch the cage!;
8.8 Fortunately, ACME has a rocket-powered hovercraft!;
8.9 You can work out a new equation by making a substitution for t;
8.10 Multiply out the parentheses in your equation;
8.11 You have two sets of parentheses multiplied together;
8.12 Where you're at with your new equation;
8.13 You need to simplify your equation by grouping the terms;
8.14 You can use your new equation to work out the stopping distance;
8.15 There are THREE key equations you can use when there's constant acceleration;
8.16 You need to work out the launch velocity that gets the Dingo out of the Grand Canyon!;
8.17 The launch velocity's right!;
8.18 You need to find another way of doing this problem;
8.19 Question Clinic: The "Sketch a graph" or "Match a graph" Question;
8.20 Question Clinic: The "Symmetry" and "Special points" Questions;
8.21 Your Physics Toolbox;
Chapter 9: Triangles, Trig and Trajectories: Going two-dimensional;
9.1 Camelot - we have a problem!;
9.2 How...
Details
Erscheinungsjahr: 2008
Fachbereich: Astronomie
Genre: Importe, Physik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: 895 S.
ISBN-13: 9780596102371
ISBN-10: 0596102372
UPC: 636920102373
EAN: 0636920102373
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Lang, Heather
Hersteller: O'Reilly Media
O'Reilly Media, Inc.
Verantwortliche Person für die EU: dpunkt.verlag GmbH, Vanessa Niethammer, Wieblinger Weg 17, D-69123 Heidelberg, hallo@dpunkt.de
Maße: 258 x 205 x 55 mm
Von/Mit: Heather Lang
Erscheinungsdatum: 28.10.2008
Gewicht: 1,74 kg
Artikel-ID: 101887989
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