POV3333 Icons and SymbolsBahçeşehir 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
POV3333 Icons and Symbols Spring 2 2 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 : Instructor DENİZ EYÜCE ŞANSAL
Recommended Optional Program Components: None
Course Objectives: This class aims to introduce students into the logic, the way of function and the impact of icons and symbols in culture. Introducing the medial differences between image and text will open the field to discuss artistic approaches to this problem especially in photography, but also in literature, film and painting.


Learning Outcomes

The students who have succeeded in this course;
1. Identify the logic and function of icons and symbols in culture.
2. Discuss the artistic approaches to icons and symbols in literature, art, painting and photography in particular.
3. Analyze artistic products based on different approaches.
4. Execute photographic experiments with respect to icons and symbols.
5. Evaluate the cultural impacts of icons and symbols in their own image and text productions.
6. Construct a theoretical framework with respect to icons and symbols to build upon.

Course Content

In this class students discuss theoretical texts and analyse artwork, but also do some photographic experiments with respect to symbols and icons. In the last part of each class we will discuss these photographical experiments. In this way the students develop a deep understanding of the cultural impacts of these medial differences and their own image and text production.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the Course
2) Iconic Communication: Barker: Human Communication Processes King: On the Possibility and Impossibility of a Universal Iconic Communication System Weekly readings will be assigned.
3) Roscoe: The Limits of Iconic Communication Weekly readings will be assigned.
4) McLaren: Some Pictorial Symbol Systems for Public Spaces ISOTYPES a.o. Weekly readings will be assigned.
5) Exhibition Visit Weekly readings will be assigned.
6) Mitchell: Picture Theory: Introduction & The Pictorial Turn Weekly readings will be assigned.
7) Metapictures Weekly readings will be assigned.
8) Beyond Comparison: Picture, Text, and Method Weekly readings will be assigned.
9) Ekphrasis and the Other Weekly readings will be assigned.
10) Ut Pictura Poesis: Abstract Painting and Language Weekly readings will be assigned.
11) Theorising film and television Weekly readings will be assigned.
12) Continued: The Photographic Essay: Four Case Studies Weekly readings will be assigned.
13) Realism, Irrealism, and Ideology: After Nelson Goodman & Conclusion: Some Pictures of Representation Weekly readings will be assigned.
14) Conclusion and Review for the Final Exam Weekly readings will be assigned.

Sources

Course Notes / Textbooks:
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 15
Midterms 1 % 25
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Study Hours Out of Class 14 4 56
Midterms 1 2 2
Final 1 2 2
Total Workload 116

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.
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.