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 |
GEP0020 | Artificial Intelligence for Everyone | Fall | 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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | |
Course Objectives: | Artificial Intelligence is one of the most important technologies that we use in many fields, especially our smartphone's applications, which are closest to us in daily life, and feed with our data. Artificial Intelligence will be given the requirements for non-technical people to understand artificial intelligence, not only for developers, engineers or academics to understand. Basic knowledge about how to use artificial intelligence outside technical areas to solve problems, make discoveries and change the world. |
The students who have succeeded in this course; The students who have succeeded in this course; 1) Explain the concept of artificial intelligence and its real-world equivalence. 2) Explain the meanings behind common artificial intelligence terminology including neural networks, machine learning, deep learning and data science. 3) Use machine learning and data science projects. 4) Take part in ethical and social debates surrounding artificial intelligence. |
In this course, the students will learn the concept and history of artificial intelligence and understand the relationship between data and artificial intelligence technology. Gain knowledge about technical concepts such as machine learning, deep learning and artificial intelligence provision. Gain basic knowledge about artificial neural networks and learning algorithm. It will discuss how to use artificial intelligence effectively in real world business models and in which areas it can be integrated innovatively. The students will learn how an artificial intelligence project is realized and where to start. Have knowledge about the bias and limitations of artificial intelligence related to data and usage. Will be able to discuss the impact on business and society from an ethical and social perspective. Gain awareness about the development of artificial intelligence and the opening of new business areas. |
Week | Subject | Related Preparation |
1) | What is the Artificial Intelligence, history and milestones of AI, related fields | |
2) | What is data, relation of AI and data | |
3) | Artificial intelligence in real world, types of AI, classification principles | |
4) | What is Machine learning, types of ML, training models and usage areas | |
5) | The relationship between artificial intelligence, machine learning and deep learning concepts" | |
6) | Artificial neural networks and learning algorithm | |
7) | Advanced neural networks to understand data and use data in different business lines | |
8) | Who should do an artificial intelligence project, how to start an artificial intelligence project. AI Frameworks/Libraries and the specialized hardware used for AI. | |
9) | How to effectifly integrate artificial intelligence technology into a business model | |
10) | The study of AI in business and society and limits of AI | |
11) | Bias in artificial intelligence and robustness to attack | |
12) | Predicting the future with AI and social impact | |
13) | New and emerging business areas with AI | |
14) | Summary, Q and A |
Course Notes / Textbooks: | Jerry Kaplan, Artificial Intelligence: What Everyone Needs to Know (What Everyone Needs To Know), Oxford University Press; |
References: | AI for Everyone - Coursera - Prof. Dr. Andrew Ng, Element of AI - University of Helsinki, … |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 3 | % 30 |
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 |
Study Hours Out of Class | 14 | 4 | 56 |
Homework Assignments | 3 | 6 | 18 |
Midterms | 1 | 4 | 4 |
Final | 1 | 4 | 4 |
Total Workload | 124 |
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. |