Coefficient of Restitution

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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

Counting to 10Counting to 20Understanding ZeroThe Number ZeroCounting to FiveOne-to-One CorrespondenceCombining Small Groups Within 5Addition Within 10Addition Within 20Two-Digit Addition Without RegroupingTwo-Digit Addition with RegroupingAddition Within 100Repeated Addition as MultiplicationMultiplication Facts Within 100Division as Equal SharingDivision as Grouping (Measurement Division)Division: Grouping (Repeated Subtraction) ModelDivision: Fair Sharing ModelDivision as Equal SharingDivision as GroupingBasic Division FactsDivision Facts Within 100Two-Digit by One-Digit DivisionDivision with RemaindersRemainders and Quotients in DivisionDivision Word ProblemsIntroduction to Long DivisionFactors and MultiplesPrime and Composite NumbersEquivalent FractionsRelating Fractions and DecimalsDecimal Place ValueReading and Writing DecimalsComparing and Ordering DecimalsAdding and Subtracting DecimalsMultiplying DecimalsDividing DecimalsDividing FractionsMixed Number ArithmeticOrder of OperationsInteger Order of OperationsVariable ExpressionsCombining Like TermsOne-Step EquationsTwo-Step EquationsSolving Multi-Step EquationsEquations with Variables on Both SidesAngle Pairs: Complementary, Supplementary, and VerticalParallel Lines and TransversalsCorresponding AnglesAlternate Interior AnglesTriangle Angle Sum TheoremExterior Angle TheoremTriangle Inequality TheoremSimilar Triangles: AA SimilaritySimilar Triangles: SSS and SAS SimilarityProportions in Similar TrianglesRight Triangle Trigonometry IntroductionTrigonometric Ratios ReviewRadian MeasureConverting Between Degrees and RadiansThe Unit CircleGraphing Sine and CosineGraphing Tangent and Reciprocal Trigonometric FunctionsDerivatives of Trigonometric FunctionsAntiderivativesIterated Integrals and Fubini's TheoremDouble Integrals in Cartesian CoordinatesDouble Integrals over Rectangular RegionsDouble Integrals in Polar CoordinatesDouble Integrals: Definition and SetupIterated Integrals and Fubini's TheoremDouble Integrals over Rectangular RegionsDouble Integrals over General RegionsApplications of Double Integrals: Area, Mass, and MomentsCenter of MassConservation of Linear MomentumElastic CollisionsInelastic CollisionsCoefficient of Restitution

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