SOFTWARE ENGINEERING | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
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. |
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. |
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 |
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. |
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 |
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?" |
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 |
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 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Be able to specify functional and non-functional attributes of software projects, processes and products. | |
2) | Be able to design software architecture, components, interfaces and subcomponents of a system for complex engineering problems. | |
3) | Be able to develop a complex software system with in terms of code development, verification, testing and debugging. | |
4) | Be able to verify software by testing its program behavior through expected results for a complex engineering problem. | |
5) | Be able to maintain a complex software system due to working environment changes, new user demands and software errors that occur during operation. | |
6) | Be able to monitor and control changes in the complex software system, to integrate the software with other systems, and to plan and manage new releases systematically. | |
7) | Be able to identify, evaluate, measure, manage and apply complex software system life cycle processes in software development by working within and interdisciplinary teams. | |
8) | Be able to use various tools and methods to collect software requirements, design, develop, test and maintain software under realistic constraints and conditions in complex engineering problems. | |
9) | Be able to define basic quality metrics, apply software life cycle processes, measure software quality, identify quality model characteristics, apply standards and be able to use them to analyze, design, develop, verify and test complex software system. | |
10) | Be able to gain technical information about other disciplines such as sustainable development that have common boundaries with software engineering such as mathematics, science, computer engineering, industrial engineering, systems engineering, economics, management and be able to create innovative ideas in entrepreneurship activities. | |
11) | Be able to grasp software engineering culture and concept of ethics and have the basic information of applying them in the software engineering and learn and successfully apply necessary technical skills through professional life. | |
12) | Be able to write active reports using foreign languages and Turkish, understand written reports, prepare design and production reports, make effective presentations, give clear and understandable instructions. | |
13) | Be able to have knowledge about the effects of engineering applications on health, environment and security in universal and societal dimensions and the problems of engineering in the era and the legal consequences of engineering solutions. |