The purpose of this course is to provide students a deep understanding of the fundamentals of virtual reality and to gain practical experience. This course will fuse together knowledge from a variety of relevant topics, including computer graphics, interaction techniques and augmented reality.
Prerequisite(s)
-
Corequisite(s)
-
Special Requisite(s)
-
Instructor(s)
Öğr. Grv. Ahmet Gökhan Uluçay
Course Assistant(s)
Schedule
-Friday, 16.00-18.45, Ataköy Campus, Faculty of Art and Design, Digital Desing Mac Lab.
Office Hour(s)
-Friday, 14.00-15.45, Ataköy Campus, Faculty of Art and Design, 1D-07.
Teaching Methods and Techniques
-Course reader, case study analysis.
Principle Sources
-Sherman, William R. and Alan B. Craig. Understanding Virtual Reality – Interface, Application, and Design, Morgan Kaufmann, 2002.
Other Sources
-Burdea, G. C. and P. Coffet. Virtual Reality Technology, Second Edition. Wiley-IEEE Press, 2003/2006.
Course Schedules
Week
Contents
Learning Methods
1. Week
Introduction to virtual reality
Course reader, case study analysis
2. Week
Fundamental concepts of virtual reality
Course reader, case study analysis
3. Week
Multiple modals of input and output interface in virtual reality
Course reader, case study analysis
4. Week
Multiple modals of input and output interface in virtual reality
Course reader, case study analysis
5. Week
Fundamentals of computer graphics
Course reader, case study analysis
6. Week
Visual computation in virtual reality
Course reader, case study analysis
7. Week
Environment modeling in virtual reality
Course reader, case study analysis
8. Week
Interaction in virtual reality
Course reader, case study analysis
9. Week
Midterm
Midterm
10. Week
Interactive techniques in virtual reality
Course reader, case study analysis
11. Week
Introduction to augmented reality
Course reader, case study analysis
12. Week
Augmented reality
Course reader, case study analysis
13. Week
Virtual reality development tools
Course reader, case study analysis
14. Week
Virtual reality development tools
Course reader, case study analysis
15. Week
Evaluation
Evaluation
16. Week
Evaluation
Evaluation
17. Week
Evaluation
Evaluation
Assessments
Evaluation tools
Quantity
Weight(%)
Midterm(s)
1
40
Final Exam
1
60
Program Outcomes
PO-1
The students will be able to define all kinds of concepts related to communication, new media, art and culture (New media and communication)
PO-2
The students will be able to understand the historical developments of communication and new media issues, as cultural, social, and technological change depending on the areas of related changes. They will be able to evaluate the results.
PO-3
The students will be able to follow technological, cultural, and social changes and apply them to their fields
PO-4
The students will be able to analyze and evaluate the new media and communication issues and criticize them by interpreting their understanding.
PO-5
The students will be able to produce scientific content by researching and analyzing theoretical and conceptual issues related to new media and communication fields with a scientific approach
PO-6
The students will be able to manage time and resources effectively by improving content production and management skills on digital platforms.
PO-7
The students will be able to develop detailed and necessary knowledge in specific areas of expertise such as internet journalism, digital marketing, digital advertising, new media programming, and public relations in social media.
PO-8
The students can produce original works in various fields, such as digital animation, digital photography, interactive media design, digital game design, and application design.
PO-9
The students will be able to understand artistic works by following current and digital works of art.
PO-10
The students will be able to create strategies for institutions in social media platforms and put them into practice.
PO-11
The students will be able to put their creative ideas into practice in digital platforms and produce multimedia projects.
PO-12
The students will be able to use the necessary tools and equipments in their profession in the right place and at the right time, and relate the theoretical knowledge they have acquired to the sector practices.
PO-13
The students will be able to produce by working in a disciplined, planned and creative manner.
PO-14
The students will be able to produce projects in various competitions, exhibitions, panels, biennials and seminars etc. in national and international areas.
PO-15
The students will be able to provide solutions to the problems encountered in the communication process and will be able to use the initiative related to the topic.
Learning Outcomes
LO-1
The students will have in-depth theoretical knowledge about Virtual Reality Practices and the Agumented Reality Practices.
LO-2
The srudents will be able to identify the differences between Virtual Reality Practices and Agumented Reality Practices.
LO-3
The students will gain competence to use related design programs to produce content related to Virtual Reality and Agumented Reality.
LO-4
The students will be able to use materials to support the generated content related to Virtual Reality and Agumented Reality Practices.
LO-5
The students will acquire competence to relate the technical and theoretical skills they acquire to various fields.