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 |
MBG1002 | Introduction to Bioinformatics | 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 : | Assist. Prof. ELIZABETH HEMOND |
Course Lecturer(s): |
Prof. Dr. SÜREYYA AKYÜZ Assist. Prof. SERKAN AYVAZ |
Recommended Optional Program Components: | There is none. |
Course Objectives: | This course aims to prepare the students to work in the interdisciplinary area, bioinformatics that marry the advances in high-performance computing with the exploiting information resources of the human genome and related data. |
The students who have succeeded in this course; 1. Recognize the working in interdisciplinary teams of biologists, biochemists, medical researchers, geneticists, and computer engineers. 2. Perform sophisticated searches over enormous databases, and to interpret results. 3. Perform genomic comparisons, display genes and large genomic regions in Genome Browsers. 4. Recognize the basic bioinformatics problems and their solutions, including: fragment assembly, gene finding, protein folding and microarray studies. 5. Anayze the results in probabilistic terms using statistical significance. 6. Recognize the sequencing techniques, inherent computational problems, possible solutions. 7. Define Markov Model building and its usage for gene prediction. 8. Define computational methods for analysis of microarray data, and discuss the interpretations of gene expression from this data. 9. Discuss ethical, legal, and social issues associated with the Human Genome Project and its outcomes. |
Bioinformatics is a rapidly growing field that integrates molecular biology, statistics, and computer science. This course is devoted to the mathematical models and computer algorithms of DNA and protein sequence analysis. In this course, the students will learn many of the popular tools for performing bioinformatics analysis and you will be introduced to the thinking that drives these algorithms. Various existing bioinformatics methods will be critically described and the strengths and limitations of each will be discussed. |
Week | Subject | Related Preparation |
1) | Introduction: Probability and statistics in a nut shell. | |
2) | Analysis of nucleic acid and protein sequences. | |
3) | Molecular Biology Databases on the Web. | |
4) | Bioinformatics softwares on the internet | |
5) | How the Genome is Studied, Maps and Sequences, The Human Genome Project | |
6) | Sequencing: Next Gen, Exome, Shotgun | |
7) | Fragment Assembly Problem; Sequence Alignment Models: Shortest Common Superstring, Reconstruction, Multicontig, Graph Model | |
8) | Restriction mapping: a) Double Digest Problem, b) Partial Digest Problem | |
9) | Computational Gene Hunting, Gene finding methods; sequence patterns, Hidden Markov Models. | |
10) | Bioinformatics approaches to gene expression | |
11) | Protein folding problem | |
12) | Genome Rearrangements | |
13) | Suffix trees I | |
14) | Suffix trees II |
Course Notes / Textbooks: | Biyoinformatik ders notları haftalık olarak verilecektir. Course material will be supplied weekly. |
References: | 1) Pevsner J., Bioinformatics and Functional Genomics, Wiley-Liss, 2009 2) Mount D.W., Bioinformatics: Sequence and Genome Analysis (2nd edition), Cold Spring Harbor Laboratory Press, 2004 3) Krane D.E., Raymer M.L., Fundamental Concepts of Bioinformatics, Benjamin Cummings, 2003 4) Setubal C., Meidanis J., Introduction to Computational Molecular Biology, PWS Publishing, 1997" |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 2 | % 15 |
Project | 1 | % 20 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 5 | 70 |
Project | 1 | 10 | 10 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 126 |
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. |