GAD3022 Virtual Reality TechnologiesBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
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
GAD3022 Virtual Reality Technologies Fall 2 2 3 5

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Assoc. Prof. GÜVEN ÇATAK
Course Lecturer(s): Instructor OYTUN KAL
Course Objectives: The main objective of this course is to provide a strong knowledge about the current state and future of XR (VR / AR / MR) technologies and to use that knowledge to build an individual XR application prototype with a professional work approach. This course aims to provide both theoretical and practical perspectives on building an XR application. This is a project-based course and students are expected to demonstrate the techniques taught in class through their projects. Industry standard techniques will be taught and used to complete the assigned projects.

Learning Outcomes

The students who have succeeded in this course;
By the end of this course, you should:
● Be able to have a core understanding of the technology behind VR.
● Have a theoretical and practical understanding of the industry standards in VR technologies.
● Design and develop a working prototype, which you can proudly present in your portfolio.

Course Content

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.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course content and XR Technologies
2) Announcement of Assignments, Midterm and Final Projects, Analysis of example projects from previous semesters History, Current State and Future of XR Technologies Select assignment topics: AP or/and RP
3) Professional Workflow for Building an XR application Review of Hardware and Software requirements for PC VR, Mobile XR, web XR (+Presentations: AP / RP) Prepare AP / RP
4) Guest Speaker Presentation Game Development for Steam and Quest Asset selection, optimization, photogrammetry for XR (Presentations: AP / RP) Prepare AP / RP Start building your midterm project teams and brainstorming
5) Narrative Storytelling with XR Tech Guest 2: Not defined yet Discussion and analysis: Is immersive video VR? Other alternatives? Prepare AP / RP Last week to submit your team members and brief ideas for the midterm project
6) Brief introduction to teams and ideas for midterm project AP/RP'yi göndermek için son hafta
7) Guest 3: Not defined yet (+last Presentations: AP / RP) Draft Presentations of Midterm Projects 1 Continue working on Midterm Project
8) Investigation of additional VR equipment: Location based VR entertainment centers Draft Presentations of Midterm Projects 2 Last week to finalize Midterm Presentations
9) Midterm Presentations
10) Treadmills and other movement detection technologies, weareable haptic feedback suits, gloves and similar motion-capture for XR Team building and brainstorming for final projects
11) Economics of XR development (forecasts, customer interviews, budgeting, monetization, promotion, investment funding, festivals and competitions etc.)
12) Guest 4: Not defined yet Practice based Q&A sessions on final projects
13) Practice based Q&A sessions on final projects Prepare Draft of Final Project Presentation
14) Final Jury preparations, present draft of your Final Project Presentation Prepare Final Presentation

Sources

Course Notes / Textbooks: - The VR Book: Human-Centered Design for Virtual Reality (Acm Books). Jason Jerald, 2015
- Understanding Virtual Reality William R. Sherman and Alan B. Craig, 2003 by Elsevier Science
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 11 % 10
Homework Assignments 2 % 10
Midterms 1 % 30
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 2 28
Laboratory 14 2 28
Application 10 3 30
Study Hours Out of Class 8 3 24
Project 1 10 10
Homework Assignments 2 2 4
Midterms 1 3 3
Final 1 3 3
Total Workload 130

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) 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