By creating a virtual three-dimensional environment for the individual with virtual reality, it is aimed to reveal the practices bringing together different disciplines in order to provide the experience of near-real life experience.
Prerequisite(s)
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Corequisite(s)
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Special Requisite(s)
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Instructor(s)
Lecturer Özlem MALATYALIOĞLU
Course Assistant(s)
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Schedule
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The course will not be opened this semester.
Office Hour(s)
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Teaching Methods and Techniques
Oral presentation, Practice
Principle Sources
Bastiaens, T., Wood, L. C., & Reiners, T. (2014). New landscapes and new eyes: The role of virtual world design for supply chain education. Ubiquitous Learning: An International Journal. Boas, Y. A. G. V. (2013). Overview of virtual reality technologies. In Interactive Multimedia Conference 2013. Freina, L., & Ott, M. (2015). A Literature Review on Immersive Virtual Reality in Education: State Of The Art and Perspectives. Proceedings of eLearning and Software for Education (eLSE)(Bucharest, Romania, April 23--24, 2015).
Other Sources
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Course Schedules
Week
Contents
Learning Methods
1. Week
Introduction
Presentation
2. Week
Virtual Reality Literature Survey
Practice
3. Week
Virtual Reality Informality Relation / Introduction to Programa
Practice
4. Week
Program application model
Practice
5. Week
Model and coding
Practice
6. Week
Midterm Exam
7. Week
Model and animation work
Practice
8. Week
Animation work
Practice
9. Week
Transferring the animation work from digital media to digital media
Practice
10. Week
Project work
Practice
11. Week
Project work
Practice
12. Week
Project work
Practice
13. Week
Project work
Practice
14. Week
Project work
Practice
15. Week
Evaluation
Evaluation
16. Week
Evaluation
Evaluation
17. Week
Evaluation
Evaluation
Assessments
Evaluation tools
Quantity
Weight(%)
Midterm(s)
1
30
Homework / Term Projects / Presentations
2
0
Project(s)
1
0
Attendance
1
10
Presentation
1
0
Final Exam
1
60
Program Outcomes
PO-1
They will be able to define all kinds of concepts related to different fields, with priority to concepts related to design, art and culture.
PO-2
They will be able to interpret technological developments and artistic and cultural perceptions that change accordingly.
PO-3
They will be able to understand the contemporary / contemporary cartoon and animation practices.
PO-4
They will be able to analyze organic relations between art, communication and society.
PO-5
They will be able to produce works that will learn the creative process and bring creativity to the foreground
PO-6
They will be able to work creatively, flexibly and independently in disciplined and self-created lines.
PO-7
They will be able to use the tools and equipment necessary for their profession in the right place and at the right time and will be able to implement their projects within the determined time.
PO-8
They will be able to express their creative ideas by using visual images.
PO-9
They will be able to give an original products in interdisciplinary fields like graphic design, photography, cinema.
PO-10
They will have experience in modeling, character design, space design and editing.
PO-11
They will be able to prepare visual effects for cartoons and animation using computer based applications.
PO-12
They will have experience in animation, animation, art director, improvisation fields.
PO-13
They will be available to adopt innovations in the field of mass communication and adaptable to the field of innovations.
PO-14
They will be able to produce projects together with experienced experts in national and international areas.
PO-15
They will participate in the events like competitions, exhibitions, festivals, seminars etc. in national and international areas.
Learning Outcomes
LO-1
Will be able to produce virtual worlds in a three-dimensional environment
LO-2
Will be able to produce designs at national and international level.
LO-3
They will be able to transfer their creativity to virtual life.
LO-4
They will be able to produce interdisciplinary designs.