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 |
GAD3022 | Virtual Reality Technologies | Fall | 2 | 2 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Instructor SERVER ZAFER MASALCI |
Course Lecturer(s): |
Instructor OYTUN KAL |
Course Objectives: | This course is designed to help students to form a brief understanding of virtual reality and virtual environments. Therefore, the course starts with the definition of virtual reality and related terms, such as immersion, presence, reality and perception. |
The students who have succeeded in this course; The students who have succeeded in this course; 1) Will gain understanding about the world of virtual reality 2) Understand the new possibilities of VR technologies in ineraction design 3) Will be able to follow innovations in technology in a cricital view 4) Will understand the effects of VR technologies on human cognition |
During the course, health effects and HCI concepts will be discussed. Interaction in VR and input devices are introduced. Students will also develop a 3D VR project for the course. |
Week | Subject | Related Preparation |
1) | History of VR | |
2) | Immersion, Presence and Reality | |
3) | Perception Models and Processes | |
4) | Health Effects | |
5) | Content Creation for VR | |
6) | Environment Design | |
7) | Human Computer Interaction | |
8) | VR Interaction Concepts | |
9) | Input Devices and Design Guidelines | |
10) | Unity Virtual Reality Projects | |
11) | Building Virtual Reality in Unity | |
12) | Project Overview | |
13) | Project Polishing | |
14) | Final Project Presentations |
Course Notes / Textbooks: | The VR Book: Human-Centered Design for Virtual Reality (Acm Books). Jason Jerald, 2015 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Application | 1 | % 10 |
Presentation | 1 | % 20 |
Project | 1 | % 20 |
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 |
Application | 10 | 3 | 30 |
Study Hours Out of Class | 8 | 6 | 48 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
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. | 3 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 3 |
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 |
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. | 2 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 3 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 1 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 3 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 2 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 3 |
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. | 3 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 4 |
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. | 3 |