Psychology | |||||
Bachelor | Length of the Programme: 4 | Number of Credits: 240 | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF: Level 6 |
School/Faculty/Institute | Faculty of Arts, Design and Architecture | ||||
Course Code | ARC 452 | ||||
Course Title in English | Space in Extended Reality | ||||
Course Title in Turkish | Artırılmış Gerçeklikte Mekan | ||||
Language of Instruction | |||||
Type of Course | Flipped Classroom | ||||
Level of Course | Advanced | ||||
Semester | Spring | ||||
Contact Hours per Week |
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Estimated Student Workload | 126 hours per semester | ||||
Number of Credits | 5 ECTS | ||||
Grading Mode | Standard Letter Grade | ||||
Pre-requisites | None | ||||
Expected Prior Knowledge | 4 semesters of design studio | ||||
Co-requisites | None | ||||
Registration Restrictions | Only Undergraduate Students | ||||
Overall Educational Objective | To learn to use digital medium not only as a representation tool but also as an architectural design tool for creating virtual environments and experiences. | ||||
Course Description | The course focuses on game and software logics. A software structure will be designed as a collective work with physical models, and then they will be converted. For this purpose we will use Unity engine and Playmaker plugin to convert hands on mockups to the digital world. The course also focus on essentials of level design. Finally the game demos will be created with the context of digital world. | ||||
Course Description in Turkish | Bu ders oyun ve yazılım mantıklarının üzerine kuruludur. Derste yazılım taslakları oluşturma yolları; kolektif çalışma ile fiziksel mekanda gösterilecek daha sonra ise dijitale aktarılacaktır. Üretilen mokapları dijital dünyaya aktarırken Unity oyun motoru ve Playmaker eklentileri kullanılacaktır. Derste aynı zamanda oyunlarda mekan tasarımı incelikleri üzerinde durulacaktır. Sonuç olarak dijital dünyanın bağlamında oyun demoları üretilmiş olacaktır. |
Course Learning Outcomes and CompetencesUpon successful completion of the course, the learner is expected to be able to:1) understand the power of the game engines in architecture; 2) design and represent the virtual environments; 3) design a game/software/program structure; 4) create virtual spaces in computer context. |
Program Learning Outcomes/Course Learning Outcomes | 1 | 2 | 3 | 4 |
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1) Thorough knowledge of the major concepts, theoretical perspectives, empirical findings, and historical trends in psychology. | ||||
2) Understanding of and ability to apply essential research methods in psychology, including research design, data analysis, and data interpretation. | ||||
3) Competence to use critical and creative thinking, skeptical inquiry and a scientific approach to solving problems related to behavior and mental processes. | ||||
4) Understanding and ability to apply psychological principles, skills and values in personal, social, and organizational contexts. | ||||
5) Ability to weigh evidence, to tolerate ambiguity, and to reflect other values that underpin psychology as a discipline. | ||||
6) Internalization and dissemination of professional ethical standards. | ||||
7) Demonstration of competence in information technologies, and the ability to use computer and other technologies for purposes related to the pursuit of knowledge in psychology and the broader social sciences. | ||||
8) Skills to communicate the knowledge of psychological science effectively, in a variety of formats, in both Turkish and in English (in English, at least CEFR B2 level). | ||||
9) Recognition, understanding, and respect for the complexity of sociocultural and international diversity. | ||||
10) Recognition for the need for, and the skills to pursue, lifelong learning, inquiry, and self-improvement. | ||||
11) Ability to formulate critical hypotheses based on psychological theory and literature, and design studies to test those hypotheses. | ||||
12) Ability to acquire knowledge independently, and to plan one’s own learning. | ||||
13) Demonstration of advanced competence in the clarity and composition of written work and presentations. |
N None | S Supportive | H Highly Related |
Program Outcomes and Competences | Level | Assessed by | |
1) | Thorough knowledge of the major concepts, theoretical perspectives, empirical findings, and historical trends in psychology. | N | |
2) | Understanding of and ability to apply essential research methods in psychology, including research design, data analysis, and data interpretation. | N | |
3) | Competence to use critical and creative thinking, skeptical inquiry and a scientific approach to solving problems related to behavior and mental processes. | H | Exam,HW,Participation |
4) | Understanding and ability to apply psychological principles, skills and values in personal, social, and organizational contexts. | N | |
5) | Ability to weigh evidence, to tolerate ambiguity, and to reflect other values that underpin psychology as a discipline. | N | |
6) | Internalization and dissemination of professional ethical standards. | N | |
7) | Demonstration of competence in information technologies, and the ability to use computer and other technologies for purposes related to the pursuit of knowledge in psychology and the broader social sciences. | N | |
8) | Skills to communicate the knowledge of psychological science effectively, in a variety of formats, in both Turkish and in English (in English, at least CEFR B2 level). | N | |
9) | Recognition, understanding, and respect for the complexity of sociocultural and international diversity. | S | Participation |
10) | Recognition for the need for, and the skills to pursue, lifelong learning, inquiry, and self-improvement. | S | HW,Participation |
11) | Ability to formulate critical hypotheses based on psychological theory and literature, and design studies to test those hypotheses. | N | |
12) | Ability to acquire knowledge independently, and to plan one’s own learning. | S | Exam,HW |
13) | Demonstration of advanced competence in the clarity and composition of written work and presentations. | H | Exam,HW |
Prepared by and Date | , |
Course Coordinator | AKTS1 |
Semester | Spring |
Name of Instructor | Asst. Prof. Dr. SEVİNCE BAYRAK GÖKTAŞ |
Week | Subject |
1) | Introduction, Software |
2) | Software: Discussing statements and methods |
3) | Introduction to Unity |
4) | Unity with C# or Playmaker : first game |
5) | Unity with C# or Playmaker : improving game |
6) | Content creation tools: Sketchup, Rhino |
7) | Midterm Evaluation on Unity |
8) | Create ideas for the final project |
9) | Group Work: Presentation of final project |
10) | Desk crit and technical support |
11) | Desk crit and technical support |
12) | Desk crit and technical support |
13) | Desk crit and technical support |
14) | Final Presentations and demos |
15) | Final Examination Period |
16) | Final Examination Period |
Required/Recommended Readings | Recommended Reading: http://8kindsoffun.com Jesse Schell, The Art of Game Design Edward Casey, The Fate of Place: A Philosophical History | ||||||
Teaching Methods | Lectures, in-class discussions, assignments | ||||||
Homework and Projects | 3 Assignments and a Final Submission | ||||||
Laboratory Work | |||||||
Computer Use | Yes | ||||||
Other Activities | |||||||
Assessment Methods |
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Course Administration |
Attending both submissions including the Final Submission are crucial elements in the final grade. Late submissions will not be accepted. 70% attendance are compulsory for a successful outcome. Academic Dishonesty and Plagiarism: YÖK Disciplinary Regulation. |
Activity | No/Weeks | Hours | Calculation | ||||
No/Weeks per Semester | Preparing for the Activity | Spent in the Activity Itself | Completing the Activity Requirements | ||||
Course Hours | 14 | 1 | 3 | 1 | 70 | ||
Homework Assignments | 14 | 4 | 56 | ||||
Total Workload | 126 | ||||||
Total Workload/25 | 5.0 | ||||||
ECTS | 5 |