Undergraduate
Faculty of Arts and Design
New Media
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New Media Main Page / Program Curriculum / VIRTUAL REALITY PRACTICES

VIRTUAL REALITY PRACTICES

Course CodeSemester Course Name LE/RC/LA Course Type Language of Instruction ECTS
YM7202 VIRTUAL REALITY PRACTICES 1/2/0 DE TURKISH 4
Course Goals
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-1The students will be able to define all kinds of concepts related to communication, new media, art and culture (New media and communication)
PO-2The 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-3The students will be able to follow technological, cultural, and social changes and apply them to their fields
PO-4The students will be able to analyze and evaluate the new media and communication issues and criticize them by interpreting their understanding.
PO-5The 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-6The students will be able to manage time and resources effectively by improving content production and management skills on digital platforms.
PO-7The 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-9The students will be able to understand artistic works by following current and digital works of art.
PO-10The students will be able to create strategies for institutions in social media platforms and put them into practice.
PO-11The students will be able to put their creative ideas into practice in digital platforms and produce multimedia projects.
PO-12The 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-13The students will be able to produce by working in a disciplined, planned and creative manner.
PO-14The students will be able to produce projects in various competitions, exhibitions, panels, biennials and seminars etc. in national and international areas.
PO-15The 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-1The students will have in-depth theoretical knowledge about Virtual Reality Practices and the Agumented Reality Practices.
LO-2The srudents will be able to identify the differences between Virtual Reality Practices and Agumented Reality Practices.
LO-3The students will gain competence to use related design programs to produce content related to Virtual Reality and Agumented Reality.
LO-4The students will be able to use materials to support the generated content related to Virtual Reality and Agumented Reality Practices.
LO-5The students will acquire competence to relate the technical and theoretical skills they acquire to various fields.
Course Assessment Matrix:
Program Outcomes - Learning Outcomes Matrix
 PO 1PO 2PO 3PO 4PO 5PO 6PO 7PO 8PO 9PO 10PO 11PO 12PO 13PO 14PO 15