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 |
COP4472 | Wissen-IOT and Industry 4.0 Framework | 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 : | Prof. Dr. GÜL TEKİN TEMUR |
Course Objectives: | Industry 4.0 is a program designed to introduce to the participants about the key design principles and components of the new revolution, its key challenges, and the new potential opportunities for the entire value chain of the implementation. In the current industry environment, providing high- end quality service or product with the least cost is the key to success and industrial factories are trying to achieve as much performance as possible to increase their profit as well as their reputation. In this way, various data sources are available to provide worthwhile information about different aspects of the factory. In this stage, the utilization of data for understanding current operating conditions and detecting faults and failures is an important topic to research. In contrast, in an Industry 4.0 factory, in addition to condition monitoring and fault diagnosis, components and systems are able to gain self-awareness and self-predictive, which will provide management with more insight on the status of the factory You can extend this area as much as it is necessary. |
The students who have succeeded in this course; At the end of the course, you will be able to: 1. Utilize manufacturing and engineering techniques, and skills 2. Understand the relation between technological concepts of Industry 4.0 3. Improve cost, quality and delivery with efficient and effective understanding of Industry 4.0 4. Identify and utilize key performance metrics for technology pillars 5. Recognize and mitigate the upcoming risks of future technologies 6. Understand the implications, challenges and opportunities of organizational dynamics within Industry 4.0 |
Globalization and Management of New Technologies Functional Aspects of Technologies Defining Industry 4.0 The Enablers of the New Revolution Industry 4.0 Framework and Main Idea Introduction to the 9 Pillars of Industry 4.0 Pillars 1-4 (Supply Chain, IoT, Cloud, Big Data Analytics) Pillars 5-9 (Cybersecurity, Augmented Reality, Additive Manufacturing, Horizontal & Vertical Integration, Autonomous Robots) Technology Potential of Intelligent Objects Green Energy and Technology Convergence of Operational Technology and Information Technology Creating Your Own Industry 4.0 Model Cybersecurity for Industry 4.0 Smart Manufacturing for the Future |
Week | Subject | Related Preparation |
1) | Globalization and Management of New Technologie | |
2) | Function Aspect of Technologies | |
3) | Defining Industry 4.0 | |
4) | The Enablers of the New Revolution | |
5) | Industry 4.0 Framework and Main Idea | |
6) | Introduction to 9 Pillars of Industry 4.0 | |
7) | Pillar 1 – 4 (Supply Chain, IoT, Cloud, Big Data Analytics) | |
8) | Pillar 5 – 9 (Cyber Security, Augmented Reality, AdditiveManufacturing, Horizontal &Vertical Integration,Autonomous Robots) Technology Potential of Intelligent Objects | |
9) | Mid Term | |
10) | Green Energy and Technology | |
11) | Convergence and Operational Technology and Information Technology | |
12) | Make Your Industry 4.0 | |
13) | Cybersecurity for Industry 4.0 | |
14) | Smart Manufacturing for the Future |
Course Notes / Textbooks: | https://library.oapen.org/bitstream/id/fa28a2ab-2770-4c5b-b756-c01c7e4c295d/external_content.pdf https://eplibrary.libguides.com/EPOL/SR/Industry-4/e-books https://www.academia.edu/115810410/Industry_4_0_The_Industrial_Internet_of_Things?auto=download https://onlinelibrary.wiley.com/doi/book/10.1002/9781119932475 |
References: | https://library.oapen.org/bitstream/id/fa28a2ab-2770-4c5b-b756-c01c7e4c295d/external_content.pdf https://eplibrary.libguides.com/EPOL/SR/Industry-4/e-books https://www.academia.edu/115810410/Industry_4_0_The_Industrial_Internet_of_Things?auto=download https://onlinelibrary.wiley.com/doi/book/10.1002/9781119932475 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 10 |
Homework Assignments | 1 | % 10 |
Presentation | 1 | % 10 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
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 |
Special Course Internship (Work Placement) | 1 | 10 | 10 |
Project | 1 | 30 | 30 |
Homework Assignments | 1 | 30 | 30 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 147 |
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. |