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Coefficient of Restitution

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Elastic CollisionsInelastic Collisions→→Collision Analysis and Real-World Applications
collisions parameters

Core Idea

The coefficient of restitution e is the ratio of relative velocity of separation to relative velocity of approach in a collision. It ranges from 0 (perfectly inelastic) to 1 (perfectly elastic), characterizing how much the collision bounces.

How It's Best Learned

Measure e experimentally by dropping balls and measuring rebound heights. Use e to solve collision problems as an alternative to energy conservation, which fails for inelastic collisions.

Explainer

From your study of elastic and inelastic collisions, you know the two extremes: in a perfectly elastic collision kinetic energy is conserved and objects bounce as if made of ideal springs; in a perfectly inelastic collision the maximum kinetic energy is lost and objects stick together. Real collisions fall somewhere between these extremes. The coefficient of restitution *e* is a single dimensionless number that locates any given collision on this spectrum.

The definition is precise: *e* equals the ratio of the relative speed of separation after the collision to the relative speed of approach before it. If two objects approach each other at a combined closing speed of 10 m/s and separate at 7 m/s, then *e* = 0.7. When *e* = 1, objects separate at the same relative speed they approached — perfectly elastic. When *e* = 0, they do not separate at all — perfectly inelastic. All real materials produce *e* values strictly between 0 and 1, because some kinetic energy is always converted to heat, sound, and permanent deformation.

The coefficient of restitution is practically important because it provides a second equation for collision problems, complementing conservation of momentum. For inelastic collisions, you cannot use energy conservation — you don't know how much energy was lost. But you *can* apply both momentum conservation and the *e* equation simultaneously to determine both final velocities. In one dimension, this system of two equations (momentum and restitution) is exactly sufficient to solve for two unknowns given a known *e*, making it the standard approach for any collision that is neither perfectly elastic nor perfectly inelastic.

An intuitive way to measure *e* for a bouncing ball is to drop it from height *h* and measure the rebound height *h'*. Because the ball approaches the floor with speed proportional to √*h* and rebounds with speed proportional to √*h'*, the coefficient of restitution equals √(*h'*/*h*). A superball with *e* ≈ 0.9 rebounds to about 81% of its drop height; a clay ball with *e* ≈ 0.1 barely bounces. This reveals that *e* is a property of the *pair* of materials in contact — it depends on both surfaces — and in reality it also varies with impact speed, temperature, and geometry, which is why the simple model works well for introductory problems but must be refined for engineering applications.

Practice Questions 5 questions

Prerequisite Chain

Understanding Zero → The Number Zero → Counting to Five → Counting to 10 → Counting to 20 → Counting a Set of Objects Up to 20 → Cardinality: The Last Number Counted → Matching Numerals to Quantities → Subitizing Small Quantities → Addition Within 10 → Number Bonds to 10 → Addition Within 20 → Doubles and Near Doubles → Doubles Facts Within 10 → Near Doubles Facts Within 20 → Mental Math Strategies for Addition → Mental Math: Adding and Subtracting Tens → Addition Within 100 → Repeated Addition as Multiplication → Multiplication as Equal Groups → Multiplication: Arrays → Basic Multiplication Facts (0s, 1s, 2s, 5s, 10s) → Multiplication Facts Within 100 → Division as Equal Sharing → Division as Grouping (Measurement Division) → Division: Grouping (Repeated Subtraction) Model → Division: Fair Sharing Model → Division as Equal Sharing → Division as Grouping → Basic Division Facts → Division Facts Within 100 → Multiplication and Division Fact Families → Relationship Between Multiplication and Division → Division Facts as Inverse of Multiplication → Remainders and Quotients in Division → Division Word Problems → Multi-Step Word Problems → Solving Multi-Step Word Problems → Multiplication Word Problems → Division Word Problems → Introduction to Long Division → Factors and Multiples → Prime and Composite Numbers → Equivalent Fractions → Relating Fractions and Decimals → Decimal Place Value → Integers and the Number Line → Comparing and Ordering Integers → Absolute Value → Adding Integers → Subtracting Integers → Multiplying Integers → Dividing Integers → Unit Rates → Proportions → Percent Concept → Converting Between Fractions, Decimals, and Percents → Operations with Rational Numbers → Two-Step Equations → Solving Multi-Step Equations → Equations with Variables on Both Sides → Angle Pairs: Complementary, Supplementary, and Vertical → Parallel Lines and Transversals → Corresponding Angles → Alternate Interior Angles → Triangle Angle Sum Theorem → Exterior Angle Theorem → Triangle Inequality Theorem → Similar Triangles: AA Similarity → Similar Triangles: SSS and SAS Similarity → Proportions in Similar Triangles → Right Triangle Trigonometry Introduction → Sine, Cosine, and Tangent Ratios → Trigonometric Ratios Review → Radian Measure → Converting Between Degrees and Radians → The Unit Circle → Graphing Sine and Cosine → Graphing Tangent and Reciprocal Trigonometric Functions → Derivatives of Trigonometric Functions → Antiderivatives → Indefinite Integrals → Basic Integration Rules → Riemann Sums → Definite Integral Definition → Double Integrals: Definition and Setup → Iterated Integrals and Fubini's Theorem → Double Integrals over Rectangular Regions → Double Integrals over General Regions → Applications of Double Integrals: Area, Mass, and Moments → Center of Mass → Conservation of Linear Momentum → Elastic Collisions → Inelastic Collisions → Coefficient of Restitution

Longest path: 95 steps · 589 total prerequisite topics

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