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 |
EEE5541 | Introduction to Digital Image and Video Processing | Spring | 3 | 0 | 3 | 12 |
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. ZAFER İŞCAN |
Recommended Optional Program Components: | None |
Course Objectives: | This is an introductory course on digital image and video processing designed for graduate students and senior level undergraduate students. The objectives of the course are as follows: To introduce the student to theoretical foundations in Digital Image and Video Processing; to introduce the student to modern applications in Digital Image and Video Processing; to give students a hands-on experience about image and video processing using extensive simulation assignments (mostly using MATLAB); to give students an ability to solve complex engineering problems, that require image and video processing. |
The students who have succeeded in this course; 1.Discuss the main processes and problems of image and video formation and reproduction 2.Describe image and video sampling and quantization. 3.Apply functions Image Processing Toolbox in MATLAB to image and video processing problems. 4.Define and compute apply geometric transformations on images. 5.Describe and apply gray level transformations and frequency domain filtering on images and video. 6.Discuss and apply image restoration, morphological image processing, and image segmentation 7.Apply basic image compression and feature extraction approaches. 8.Describe video sampling rate and standards conversion 9.Explain motion estimation, and video enhancement methods. |
Introduction and overview; Human Visual System, Image Formation; Image Processing Basics; MATLAB Basics; Image Processing Toolbox; Image Sensing and Acquisition; Arithmetic and Logic Operators; Geometric Operators; Gray-level Transformations; Histogram Processing; Neighborhood Processing; Frequency Domain Filtering; Image Restoration; Morphological Image Processing; Edge Detection; Image Segmentation; Color Image Processing; Image Compression and Coding; Feature Extraction and Representation, Visual Pattern Recognition; Video Fundamentals, Video Standards, Video Standards Conversion, Motion Estimation and video enhancement |
Week | Subject | Related Preparation |
1) | Introduction and overview, Human Visual System, Image Formation | |
2) | Image Processing Basics, MATLAB Basics | |
3) | MATLAB Image Processing Toolbox, Image Sensing and Acquisition | |
5) | Gray-level Transformations, Histogram Processing | |
7) | Edge Detection, Image Segmentation | |
8) | Image Segmentation, Midterm Exam | |
9) | Image Restoration, Morphological Image Processing | |
10) | Color Image Processing | |
11) | Image Compression and Coding | |
12) | Feature Extraction and Representation, Visual Pattern Recognition | |
13) | Video Fundamentals, Video Standards, Video Standards Conversion | |
14) | Motion Estimation and video enhancement |
Course Notes / Textbooks: | Practical Image and Video Processing Using MATLAB, Oge Marques, Wiley, 2011, ISBN: 978111093467. |
References: | Video Processing and Communications, by Yao Wang, Joern Ostermann, and Ya-Qin Zhang, Prentice Hall, 2002, ISBN 0-13-017547-1. Digital Video Processing, by M. Tekalp, Prentice Hall, 1995, ISBN 0-13-190075-7. |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 4 | % 20 |
Project | 1 | % 20 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
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 | 5 | 70 |
Project | 1 | 14 | 14 |
Homework Assignments | 4 | 20 | 80 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 212 |
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. |