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 |
CMP3001 | Operating Systems | 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. TARKAN AYDIN |
Course Lecturer(s): |
Assist. Prof. TARKAN AYDIN |
Recommended Optional Program Components: | None |
Course Objectives: | This course is a core course on one of the pillars of computer systems: Operating Systems (OS). The course will make the student appreciate things he takes for granted such as process management, file systems, and so on. It will also help him/her make an entry into the domains of efficient use of OSes and OS design. |
The students who have succeeded in this course; 1. Be able to understand importance of Operating System as a resource management tool 2. Become familiar with the mechanics of processes and threads 3. Be able to understand memory management details of OS 4. Be able to understand file systems 5. Be able to use input and output 6. Be able to understand deadlocks, and avoiding deadlocks |
1.History of Operating Systems, Introduction to Operating Systems 2.Processes and Threads 3.Memory Management 4.File Systems 5.Input Output 6.Deadlocks |
Week | Subject | Related Preparation |
1) | History of Operating Systems, Introduction to Operating Systems | None |
2) | Processes and Threads | None |
3) | Processes and Threads (cont.) | None |
4) | Process Synchronization | None |
5) | CPU Scheduling | |
6) | Midterm | Study all the topics covered so far |
7) | Deadlocks | None |
8) | Deadlocks (cont) | None |
9) | Memory Management | None |
10) | Virtual Memory | None |
11) | Virtual Memory | None |
12) | Storage management | None |
13) | File Systems | None |
14) | File Systems (cont) | None |
Course Notes / Textbooks: | Operating System Concepts Abraham Silberschatz (Author), Peter B. Galvin (Author), Greg Gagne (Author) |
References: | Andrew S. Tanenbaum, Modern Operating Systems, (3rd Edition), 2007, Prentice Hall |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 8 | % 20 |
Project | 1 | % 10 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 2 | 28 |
Project | 1 | 10 | 10 |
Quizzes | 8 | 1 | 8 |
Midterms | 1 | 25 | 25 |
Final | 1 | 35 | 35 |
Total Workload | 148 |
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. |