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 |
BME3008 | Therapeutic Medical Devices | 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. BORA BÜYÜKSARAÇ |
Course Objectives: | • To teach the functions of the main components of therapeutic medical devices. • To teach the principles, functions, and specific requirements, and provide knowledge on the design information of therapeutic medical devices. • To teach the physical principles of therapeutic medical devices, and provide the ability to choose and use them based on the requirements. • To provide knowledge on adjusting the parameters of therapeutic medical devices. |
The students who have succeeded in this course; • Learn the functions of the main components of therapeutic medical devices. • Know the principles, functions, and specific requirements, gain knowledge on the design information of therapeutic medical devices. • Know the physical principles of therapeutic medical devices, gain the ability to choose and use them based on the requirements. • Gain knowledge on adjusting the parameters of therapeutic medical devices. |
Fundamentals of therapeutic devices and their working principles. Pacemakers, defibrillators, cardiac assist devices, hemodialysis, lithotripsy, ventilators, drug infusion pumps, electrosurgical unit. The teaching methods of the course include lecturing, case study analysis, simulation, and problem-solving. |
Week | Subject | Related Preparation |
1) | Introduction to therapeutic medical devices | |
2) | Pacemakers, cardiac anatomy, heart block | |
3) | Asynchronous cardiac pacemaker | |
4) | Timing circuit, output circuit, lead wires and electrodes | |
5) | Synchronous pacemakers | |
6) | Pacemaker timing cycles, single chamber timing, dual chamber timing | |
7) | Pacemaker mediated tachycardia | |
8) | Defibrillators, charging/discharging examples | |
9) | Cardiac-assist devices, intra-aortic balloon pump | |
10) | Hemodialysis | |
11) | Lithotripsy | |
12) | Ventilators | |
13) | Drug infusion pumps | |
14) | Electrosurgical unit |
Course Notes / Textbooks: | John G. Webster, Medical Instrumentation Application and Design, 4th Edition Wiley, ISBN-13: 978-0471676003, ISBN-10: 0471676004 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
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 | 7 | 98 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 144 |
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. |