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Light

边玩边学

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课程笔记

Reflection of Light

  • A normal is drawn at right angles to the boundary between two media.
  • Angles are measured between the ray and the normal: angle of incidence (i) and angle of reflection (r).
  • Law of reflection: angle of incidence = angle of reflection (i = r).
  • In a plane mirror, the image is virtual, same size, same distance behind the mirror as the object is in front, and laterally inverted.
  • Ray diagrams show incident and reflected rays with arrows indicating direction.

Reflection of light showing the normal, angle of incidence (i) and angle of reflection (r).

Reflectionnormalincident40°reflected40°

Investigating Reflection

  • Aim: To investigate reflection by a plane mirror.
  • Independent variable: angle of incidence; dependent variable: angle of reflection.
  • Use a ray box, protractor, paper, pencil, ruler, and plane mirror.
  • Mark incident and reflected ray positions, then measure angles with a protractor.
  • Repeat for different angles of incidence to verify i = r.

Apparatus for investigating the reflection of light

Apparatus for investigating the reflection of light

Refraction of Light

  • Refraction occurs when light passes between two transparent media of different optical density.
  • From less dense to more dense (e.g., air to glass): light bends towards the normal.
  • From more dense to less dense (e.g., glass to air): light bends away from the normal.
  • If light travels along the normal, it does not bend.
  • Frequency remains constant; speed and wavelength change.

Refraction of light through different shapes of perspex blocks (semi-circular, rectangular, prism)

Refraction of light through different shapes of perspex blocks (semi-circular, rectangular, prism)

Refractive Index

  • Refractive index n = speed of light in vacuum / speed of light in material.
  • Also n = sin i / sin r (Snell's law).
  • n is always > 1 and has no units.
  • Higher n means more optically dense (e.g., diamond n ≈ 2.4, glass n ≈ 1.5).

Total Internal Reflection

  • Total internal reflection (TIR) occurs when light travels from a denser to a less dense medium and the angle of incidence exceeds the critical angle (c).
  • Critical angle: angle of incidence for which angle of refraction = 90°.
  • Relationship: sin c = 1/n.
  • Higher n gives smaller critical angle.
  • Uses: optical fibres (communications, endoscopes), prisms in periscopes, binoculars.

Endoscope using total internal reflection

Endoscope using total internal reflection

Ray Diagrams for Lenses

  • Converging (convex) lens: brings parallel rays to a focus at the principal focus (f).
  • Diverging (concave) lens: makes parallel rays diverge; virtual focus on same side as incoming light.
  • Focal length: distance from lens centre to principal focus.
  • Three key rays: through optical centre (undeviated), parallel to axis (through focus), through focus (emerges parallel).

Ray diagram construction for a converging lens: object beyond 2f forms a real, diminished image

Ray diagram construction for a converging lens: object beyond 2f forms a real, diminished image

Real & Virtual Images

  • Real image: formed where rays converge; can be projected on a screen; always inverted.
  • Virtual image: formed where rays appear to diverge; cannot be projected; always upright.
  • Converging lens can produce real or virtual images depending on object position.
  • Diverging lens always produces a virtual, upright, diminished image.

Ray diagram showing an object, incident rays, reflected rays, virtual rays, and the virtual image formed by a mirror.

Ray diagram showing an object, incident rays, reflected rays, virtual rays, and the virtual image formed by a mirror.

Correcting Sight & Dispersion

  • Long-sightedness: image forms behind retina; corrected with converging (convex) lens.
  • Short-sightedness: image forms in front of retina; corrected with diverging (concave) lens.
  • Dispersion: white light splits into colours when refracted by a prism; violet bends most, red least.
  • Visible spectrum: red, orange, yellow, green, blue, indigo, violet (longest to shortest wavelength).
  • Monochromatic light: single frequency/colour (e.g., laser).

Long-sightedness (hyperopia) in the human eye

Long-sightedness (hyperopia) in the human eye

幻灯片

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练习题

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  1. 1.What is the law of reflection?

    Easy
    • AAngle of incidence equals angle of reflection
    • BAngle of incidence equals angle of refraction
    • CAngle of reflection is twice the angle of incidence
    • DAngle of incidence is greater than angle of reflection
  2. 2.Which type of image cannot be projected onto a screen?

    Easy
    • AReal image
    • BVirtual image
    • CInverted image
    • DMagnified image
  3. 3.When light passes from air into glass, it bends towards the normal. What happens to the speed of light?

    Easy
    • AIt increases
    • BIt decreases
    • CIt stays the same
    • DIt becomes zero
  4. 4.A ray of light enters a glass block of refractive index 1.5 at an angle of incidence of 30°. What is the angle of refraction? (sin 30° = 0.5)

    Medium
    • A19.5°
    • B30°
    • C45°
    • D9.7°
  5. 5.What is the critical angle for a material with refractive index 1.5?

    Medium
    • A41.8°
    • B25°
    • C90°
    • D30°
  6. 6.Which of the following is a condition for total internal reflection to occur?

    Easy
    • ALight travels from a less dense to a more dense medium
    • BThe angle of incidence is less than the critical angle
    • CLight travels from a more dense to a less dense medium and the angle of incidence is greater than the critical angle
    • DThe angle of incidence equals the angle of refraction
  7. 7.A converging lens forms a real image of an object placed at 2F. Where is the image formed?

    Easy
    • AAt F
    • BAt 2F on the opposite side
    • CBeyond 2F
    • DBetween F and 2F
  8. 8.A student measures the angle of incidence as 40° and the angle of refraction as 25°. What is the refractive index of the medium? (sin 40° = 0.643, sin 25° = 0.423)

    Medium
    • A1.52
    • B0.66
    • C1.0
    • D2.0

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