TY - BOOK AU - Bensky,T.J. ED - Morgan & Claypool Publishers, ED - Institute of Physics (Great Britain), TI - Exploring physics with computer animation and PhysGL T2 - [IOP release 3] SN - 9781681744254 AV - QC21.3 .B464 2016eb U1 - 530 23 PY - 2016///] CY - San Rafael [California] (40 Oak Drive, San Rafael, CA, 94903, USA) PB - Morgan & Claypool Publishers KW - Physics KW - Computer animation KW - Programming and scripting languages: general KW - bicssc KW - COMPUTERS / Programming Languages / Python KW - bisacsh N1 - "Version: 20161001"--Title page verso; "A Morgan & Claypool publication as part of IOP Concise Physics"--Title page verso; Preface -- 1. Using computer animation to learn physics -- 1.1. What is computer animation? -- 1.2. Why computer animation with physics? -- 1.3. Why computer animation in a course on physics? -- 1.4. Like video games?; 2. A taste of using computer for physics -- 2.1. PhysGL : easy computer graphics in the cloud -- 2.2. What-if calculations -- 2.3. A motion diagram -- 2.4. Our own motion diagram -- 2.5. More from the computer -- 2.6. Even more from the computer -- 2.7. What about an animation? -- 2.8. Different accelerations on an object; 3. Preliminaries : things you should know -- 3.1. Mathematics -- 3.2. The idea of a function -- 3.3. Vectors : more than ‘magnitude and direction'; 4. Getting started with simple programming -- 4.1. Introduction -- 4.2. Skeleton code -- 4.3. Basic PhysGL programming -- 4.4. Structure of the skeleton code -- 4.5. The if statement -- 4.6. Doing math with PhysGL; 5. Drawing with PhysGL -- 5.1. Introduction -- 5.2. Coordinate system -- 5.3. Drawing examples -- 5.4. Colors -- 5.5. Drawing physics-related objects -- 5.6. Creating plots; 6. One-dimensional motion -- 6.1. Introduction and goals -- 6.2. The physics -- 6.3. Projects -- 6.4. Wrap-up questions; 7. Two-dimensional motion -- 7.1. Introduction and goals -- 7.2. The physics -- 7.3. Projects -- 7.4. Wrap-up questions; 8. Forces and Newton's laws (part I) -- 8.1. Introduction and goals -- 8.2. The physics -- 8.3. Projects -- 8.4. Wrap-up questions; 9. Forces and Newton's laws (part II) -- 9.1. Introduction and goals -- 9.2. The physics -- 9.3. Projects -- 9.4. Wrap-up questions; 10. Energy : kinetic, potential, conservation, and work -- 10.1. Introduction and goals -- 10.2. The physics -- 10.3. Projects -- 10.4. Wrap-up questions; 11. Momentum and conservation of momentum -- 11.1. Introduction and goals -- 11.2. The physics -- 11.3. Projects -- 11.4. Wrap-up questions; 12. Rotational motion -- 12.1. Introduction and goals -- 12.2. The physics -- 12.3. Projects -- 12.4. Wrap-up questions; 13. Torque, angular acceleration, and momentum -- 13.1. Introduction and goals -- 13.2. The physics -- 13.3. Projects; Appendices -- A. How do I ... -- B. Capstone project -- C. Benefits : insights and new pedagogical avenues; Undergraduate and graduate physics and science students and professionals; Also available in print N2 - This book shows how the web-based PhysGL programming environment (http://physgl.org) can be used to teach and learn elementary mechanics (physics) using simple coding exercises. The book's theme is that the lessons encountered in such a course can be used to generate physics-based animations, providing students with compelling and self-made visuals to aid their learning. Topics presented are parallel to those found in a traditional physics text, making for straightforward integration into a typical lecture-based physics course. Users will appreciate the ease at which compelling OpenGL-based graphics and animations can be produced using PhysGL, as well as its clean, simple language constructs. The author argues that coding should be a standard part of lower-division STEM courses, and provides many anecdotal experiences and observations, that include observed benefits of the coding work UR - https://iopscience.iop.org/book/978-1-6817-4425-4 ER -