VCD3132 CybercultureBahçeşehir UniversityDegree Programs ELECTRICAL AND ELECTRONICS ENGINEERINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
ELECTRICAL AND ELECTRONICS ENGINEERING
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
VCD3132 Cyberculture Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi İPEK TORUN
Recommended Optional Program Components: None
Course Objectives: The electronic communication technologies produced new notions of information and entertainment. These new technologies have begun to alter our perception of presence and the real. It has transformed our experience of the body, identity and self. Our understanding of concepts like public sphere, urban space and architectural space has been altered. This course is designed to situate the changes in a broader cultural history of vision, visuality and cyber-culture. It will explore the culture of cyberspace through artwork, movies and literary work (novels) that use virtual reality to speculate about society, reality, self and the boundary between human and artificial life.

Learning Outcomes

The students who have succeeded in this course;
1) Introduced to both definition and application of concepts such as cyberspace, virtual identity, cyberculture, cyberpunk, technoculture, presence, telepresence, artificial intelligence, the real, intertextuality, ect.

2) Analyse and discuss the social, cultural, psychological, and political impact of these "new" technologies.

3) Develop basic understanding of vision, visuality and art within the culture of cyberspace.

4) Formulate an adequate critique of the direction and use of changes in the cultural history.

5) Introduced to the theory of Cyberpunk, which they can relate to cultural products within areas of fine arts, music and film.

6) Be able to discuss the issues revolving around pornography, race , gender, public sphere, identity and freeedom in relation to cyber culture.

7) Be able to carry discussions on the literary work of the field

8) Be able to make virtual presentation through constructing a simple site or a blog

Course Content

Students will be introduced to the topic of cyber culture and will inspect the reflections of cyber culture in our lives through lectures, readings and project assignments throughout the semester.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the Course / Review of the Syllabus none
2) İntroduction to Visual Culture in new technologies: What is cyberspace and how does it relate to art, literature, movies, music, lifestyles, politics, and sexuality of the postmodern world? The reading related to the subject
3) A cultural history of the Virtual: new modes of cultural experience and questions of pornography, hacking, race and gender stereotypes, freedom of information, and copyright. The reading related to the subject
4) Roots of Social Cyberspace: When Technology and Community Collide, The Virtual Public Sphere The reading related to the subject
5) Constructed Human Body and Art: The Art and Work of Stelarch and Transhumanism, Art between Body and Machine Screening: Ghost in the Shell The reading related to the subject
6) Virtual Bodies and the Definition of the Human: Human and Machine in Science Fiction Screening: The Matrix The reading related to the subject
7) Beyond the Screen and in to the interface of of Virtual Reality: Art and Work of Jeffery Shaw Preparation for midterm
8) Term Review Review of the reading done during the term
9) İnteractive Narratives in Art and Artificial Intelligence: Banishing linear sequence. Online artworks and online galleries, art with no object. The reading related to the subject
10) The Virtual City: Cyberspace and the Information Superhighways Works of Bill Viola, Dennis Oppenheim and Diana Thater The reading related to the subject
11) Virtual İdentity , Virtual Learning, Telepresence and Self in the Digital World The reading related to the subject
12) The Evolution of Cyberpunk (Technoculture): Discussion on Neuromancer Screening from Anime Series: ‘Neon Genesis Evangelion’ dir. Hideaki Anno. The reading related to the subject
13) Post and Post-post Cyberpunk in postmodern times Screening: Bladerunner dir. Ridley Scott The reading related to the subject
14) Review of the semester review

Sources

Course Notes / Textbooks: Course reading will be given on a weekly basis
References: 1) McLuhan, "Understanding Media"
2) Jean Baudrillard, "Simulations and Simulacra"
3) Walter Benjamin, "The Work of Art in the Age of Mechanical Reproduction"
4) Lev Manovich, "The Automation of Sight: From Photography to Computer Vision"
5) Bill Nichols, "The Work of Culture in the Age of Cybernetic Systems"
6) Donna Haraway, "Manifesto for Cyborgs"
7) Paul Virilio, “Speed and Information: Cyberspace Alarm!”
8) Slavoj Zizek, "From Virtual Reality to the Virtualization of Reality"
9) M. Christine Boyer,"The Imaginary Real World of Cybercities"
10) Marshall Berman, “All That is Solid Melts Into Air: The Experience of Modernity”
11) Michael Rush, “New Media in Late 20 th Century Art”
12) Andrew Butler,” Cyberpunk”
13) Theodor W. Adorno, “The Culture Industry - Selected Essays on mass culture”
14) Mark Dery, “Escape Velocity: Cyberculture at the End of the Century”
15) William Gibson, “Neuromancer”
16) Neal Stephenson, “Snow Crash”
17) Fredric Jameson, "Progress Versus Utopia; or, Can We Imagine the Future?"

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 15 % 10
Homework Assignments 2 % 30
Midterms 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 42
Study Hours Out of Class 14 60
Homework Assignments 2 10
Midterms 1 5
Final 1 5
Total Workload 122

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Adequate knowledge in mathematics, science and electric-electronic engineering subjects; ability to use theoretical and applied information in these areas to model and solve engineering problems.
2) Ability to identify, formulate, and solve complex engineering problems; ability to select and apply proper analysis and modeling methods for this purpose.
3) Ability to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the desired result; ability to apply modern design methods for this purpose. (Realistic constraints and conditions may include factors such as economic and environmental issues, sustainability, manufacturability, ethics, health, safety issues, and social and political issues, according to the nature of the design.)
4) Ability to devise, select, and use modern techniques and tools needed for electrical-electronic engineering practice; ability to employ information technologies effectively.
5) Ability to design and conduct experiments, gather data, analyze and interpret results for investigating engineering problems.
6) Ability to work efficiently in intra-disciplinary and multi-disciplinary teams; ability to work individually.
7) Ability to communicate effectively in English and Turkish (if he/she is a Turkish citizen), both orally and in writing.
8) Recognition of the need for lifelong learning; ability to access information, to follow developments in science and technology, and to continue to educate him/herself.
9) Awareness of professional and ethical responsibility.
10) Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development.
11) Knowledge about contemporary issues and the global and societal effects of engineering practices on health, environment, and safety; awareness of the legal consequences of engineering solutions.