DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
COP4451 | Wissen - Cloud Computing and Its Applications | Spring | 3 | 0 | 3 | 6 |
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 : | Assist. Prof. ECE GELAL SOYAK |
Course Lecturer(s): |
Assist. Prof. CEMAL OKAN ŞAKAR Assist. Prof. ÖVGÜ ÖZTÜRK ERGÜN Assist. Prof. TARKAN AYDIN Assist. Prof. TEVFİK AYTEKİN |
Recommended Optional Program Components: | none |
Course Objectives: | Cloud computing is the next stage in the computer systems’ evolution, providing the means through which computer applications and data can be delivered to everyone as a service wherever and whenever they need. In this course, the students will be exposed to the fundamentals of cloud computing and associated technologies. |
The students who have succeeded in this course; With this course, students will get a broad understanding of the cloud computing concepts. |
Introducing Cloud Computing Software as a Service (SaaS) Platform as a Service (PaaS) Infrastructure as a Service (IaaS) Identity as a Service(IDaaS) Data Storage in the Cloud Collaboration in the Cloud Virtualization Securing the Cloud Disaster Recovery and Business Continuity and the Cloud Service-Oriented Architecture Migrating to and Managing the Cloud Mobile Cloud Evaluating the Cloud’s business impact and Economics |
Week | Subject | Related Preparation |
1) | Introducing Cloud Computing | |
2) | Software as a Service (SaaS) | |
3) | Platform as a Service (PaaS) | |
4) | Infrastructure as a Service (IaaS) | |
5) | Identity as a Service(IDaaS) | |
6) | Data Storage in the Cloud | |
7) | Collaboration in the Cloud | |
8) | Virtualization | |
9) | Securing the Cloud | |
10) | Disaster Recovery and Business Continuity and the Cloud | |
11) | Service-Oriented Architecture | |
12) | Migrating to and Managing the Cloud | |
13) | Mobile Cloud | |
14) | Evaluating the Cloud’s business impact and Economics |
Course Notes / Textbooks: | Cloud Computing, Dr. Kris Jamsa 2012 ISBN-13: 978-1449647391 |
References: | None |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 15 | % 0 |
Laboratory | 15 | % 20 |
Application | 5 | % 0 |
Field Work | 5 | % 10 |
Homework Assignments | 5 | % 10 |
Project | 1 | % 10 |
Midterms | 1 | % 20 |
Final | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Laboratory | 14 | 2 | 28 |
Study Hours Out of Class | 14 | 2 | 28 |
Project | 1 | 20 | 20 |
Quizzes | 5 | 1 | 5 |
Midterms | 1 | 20 | 20 |
Final | 1 | 30 | 30 |
Total Workload | 173 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |