howto:hambasics:sections:waveinteraction
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- | ====== Wave Interaction ====== | ||
- | When an electromagnetic wave (radio, light, etc) hits a surface, it can do one or a mix of six things((Picture from [[http:// | ||
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- | {{ lightbehavior.png? | ||
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- | Let's start with refraction and reflection. | ||
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- | ====== Principle of Least Time ====== | ||
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- | Imagine you're on the beach when you suddenly notice a child in distress in the water. | ||
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- | **Option 1**: You make a B-line for the child because the shortest distance between two points is a straight line. | ||
- | {{ beach1.png | ||
- | While it's true that this straight line is the // | ||
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- | **Option 2**: You run until you're as close to the child as possible before jumping in the water to swim as little as possible. | ||
- | {{ beach2.png | ||
- | That path might be faster than the previous one, but it's not the fastest. | ||
- | * Imagine that you could swim as fast as you can run, then Option 1 would be the fastest path because there would be no difference between running or swimming so the shortest path would also be the quickest. | ||
- | * Now imagine that you could run only // | ||
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- | Option 2 would be the path to take if you could instantly teleport on the beach (but not in the water). | ||
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- | **Option 3**: For regular running speeds, the quickest path is to enter the water somewhere in between. | ||
- | {{ beach3.png | ||
- | It turns out that, people have a pretty good intuition of where that " | ||
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- | ===== Refraction ===== | ||
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- | In science classes, we learn that the speed of light is roughly 300,000,000 meters per second.((It takes light roughly 8 minutes to travel from the Sun to the Earth)) | ||
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- | If you shine a beam of light through a piece of glass, it will bend so as to get to the other side as quickly as possible.((Picture modified from [[wp> | ||
- | {{ refraction_photo_bottom.png? | ||
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- | This principle is called [[wp> | ||
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- | Qualitatively: | ||
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- | But what if light goes into a medium where it can travel faster? | ||
- | {{ refraction_photo_top.png? | ||
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- | If this last one feels weird to you, imagine this: suppose you're a turtle who can swim faster than you can walk. It makes sense that you'd want to spend more time in the water and less on the beach: | ||
- | {{ beach4.png | ||
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- | To recap: | ||
- | * When going from a " | ||
- | * When going from a " | ||
- | * Whatever it does, light always wants to spend less time in a " | ||
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- | ===== Total Internal Reflection ===== | ||
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- | This second case (going from a " | ||
- | {{ refractionreflextion.png? | ||
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- | This behaviour is a bit hard to explain without going into the math, but here's an animation that allows you to explore it: | ||
- | * You can move four points around to see how the refracted ray changes: " | ||
- | * Note though that this particular animation only works if the laser is below the horizontal line. | ||
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- | {{ggb>/ | ||
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- | \$n_1\$ and \$n_2\$ are the [[wp> | ||
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- | A few things to try: | ||
- | * Set \$n_1 = 1\$ and Set \$n_2 = 2\$ and move the Laser and the Entry Point around. | ||
- | * Now move the laser in a straight line so that the angle \$\theta_1\$ doesn' | ||
- | * Now move the laser back and forth in a semi circle around the Entry Point. | ||
- | * Now set \$n_1\$ = 1.5 and Set \$n_2\$ = 1 and play with the laser to change its angle of incidence (<fc # | ||
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- | ===== Example ===== | ||
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- | Here's an underwater picture that VA7FI took in a lake with a waterproof camera. | ||
- | {{ laketir.jpg | ||
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- | Here's a sketch of the setup: | ||
- | {{ tirsketch.png | ||
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- | The other cool thing about that picture is that if you zoom in on the beach, you'll see the colours separate (as if through a prism). | ||
- | {{ laketirzoom.jpg? | ||
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- | ===== Snell' | ||
- | < | ||
- | Snell' | ||
- | \$$ n_1 \sin(\theta_1) = n_2 \sin(\theta_2) \$$ | ||
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- | {{ refractionreflextion.png? | ||
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- | There are four interesting cases here: | ||
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- | * If \$n_1 < n_2\$ (high speed to low speed), then the left hand side of the equation is in danger of being less than the right hand side. To maintain the equality, \$\theta_1 > \theta_2\$, which means that the path curves away from the surface. | ||
- | * If \$n_1 > n_2\$ (low speed to high speed), then the right hand side of the equation is in danger of being less than the left hand side. To maintain the equality, \$\theta_1 < \theta_2\$, which means that the path curves away from the surface. | ||
- | * If we keep increasing | ||
- | * If we keep increasing \$n_1\$ even further, then \$\frac{n_1}{n_2} \sin(\theta_1) >1 \$, which means that it's impossible for \$\theta_2\$ to keep up since \$\sin(\theta_2) \leq 1\$. This is when Total Internal Reflection occurs, which is what we use to " | ||
- | </ | ||
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- | ====== Scattering ====== | ||
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- | {{howto: | ||
- | Scattering occurs when an EM wave hits a bunch of "small particles" | ||
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- | Here are a few examples((The laser pictures were taken by Patrick, VA7FI with help from Justine. | ||
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- | The first picture shows a laser beam shinning at the wall. | ||
- | {{ howto: | ||
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- | In the second picture, water is sprayed into the path of the laser beam. | ||
- | {{ howto: | ||
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- | {{ howto: | ||
- | * Look at the light bulb in the room you're in. | ||
- | * Now look at an object that the light bulb illuminates. | ||
- | * Now imagine a straight line between the light bulb and that object. | ||
- | Just as with the laser in the first picture, you don't see any light along //that// line. If you did, the entire room would be glowing white from all the different light rays that the light bulb emits. | ||
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- | ===== Effect on Communications ===== | ||
- | We'll talk about the effects of scattering on communications in more detail later because we need to see a few more basics first. | ||
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- | It'll be weak because only a small portion of the energy reaches you (think of how much weaker the scattered light from the laser beam is compared to the what reaches the wall directly). | ||
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- | ====== Diffraction ====== | ||
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- | {{howto: | ||
- | Diffraction is the bending of waves around the corners of an obstacle or through an aperture. | ||
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- | All waves do this to an extent, but the phenomena is most pronounced when the the wavelength is of the same order as the size of the diffracting object.((The two pictures of diffraction were adapted from [[http:// | ||
- | {{ howto: | ||
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- | ===== Effect on Communications ===== | ||
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- | {{ howto: | ||
- | Since radio waves can bend around obstacles that are similar in size to the wavelength of the signal, lower frequencies can band over hills and travel beyond the horizon as ground waves because of diffraction (more on this later).((Image of the radio tower and mountain is from [[https:// | ||
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- | And as we'll see in the next section, diffracted waves can also recombine with the original signal and create multi-path interference. | ||
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- | ====== Interference ====== | ||
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- | An important property of waves (radio, sound, water, quantum mechanical!, | ||
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- | {{ youtube> | ||
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- | Here's a computer animation from [[wp> | ||
- | {{ two_sources_interference.gif }} | ||
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- | In terms of radio signals, every time you have more than one source (either because of reflection or because of another radio or antenna), you'll have regions where the signal fades and regions where it increases. | ||
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- | ===== Wave Reflection and Multipath ===== | ||
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- | More commonly, radio waves often suffer from // | ||
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- | This next animation shows the <fc # | ||
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- | The first thing to notice is that when a wave reflects off a surface, it suffers a half-wavelength phase shift. | ||
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- | {{ggb> | ||
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- | If the receiver then moves away from the " | ||
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- | In this example, if the receiver moves straight up, the signals will interfere destructively every 5 wavelength-units or so. This means that on the 2m band, the signal will fade every 10 meters or so. This is why the signal strength of a mobile station sometimes goes up and down rapidly as the car moves, which we call [[wp> | ||
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- | For more details, see the [[wp> | ||
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- | ====== Questions ====== | ||
- | * B-007-004-003 -> B-007-004-007 | ||
- | * B-007-004-008 -> B-007-004-011 | ||
- | * B-007-008-002 -> B-007-008-005 | ||
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- | [[polarization |{{/ | ||
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howto/hambasics/sections/waveinteraction.1609689988.txt.gz · Last modified: by va7fi