ARC 452 Space in Extended RealityMEF UniversityDegree Programs PsychologyGeneral Information For StudentsDiploma SupplementErasmus Policy Statement
Psychology
Bachelor Length of the Programme: 4 Number of Credits: 240 TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF: Level 6

Ders Genel Tanıtım Bilgileri

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
Lecture: 3 Recitation: Lab: Other:
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 Competences

Upon 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
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.

Relation to Program Outcomes and Competences

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

Course Contents

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 ReadingsRecommended Reading: http://8kindsoffun.com Jesse Schell, The Art of Game Design Edward Casey, The Fate of Place: A Philosophical History
Teaching MethodsLectures, in-class discussions, assignments
Homework and Projects3 Assignments and a Final Submission
Laboratory Work
Computer UseYes
Other Activities
Assessment Methods
Assessment Tools Count Weight
TOTAL %
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.

ECTS Student Workload Estimation

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