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 |
CMP4323 | Wireless and Mobile Networks | 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. ECE GELAL SOYAK |
Recommended Optional Program Components: | None |
Course Objectives: | This course covers wireless and mobile networking concepts and protocols with real-world examples. This course aims to prvide students with a basic understanding about the wireless and mobile networks and related problem solving discipline using mathematics / engineering principles. |
The students who have succeeded in this course; I. An ability to design algorithms for wireless communication problems II. An ability to develop test and monitoring programs for wireless networks III. An ability to design packet size optimization techniques for wireless networks IV. An ability to analyze and evaluate the performance of wireless networks V. An ability to design communication solutions for vehicular networks VI. An ability to organize and document program code following the principles of software engineering and to professional prepare project reports. |
This course covers wireless and mobile networking concepts and protocols with real-world examples. After completing the course, students will get a basic understanding about the wireless and mobile networks and related problem solving discipline using mathematics / engineering principles. 1st Week: An overview of wireless networks 2nd Week: Broadband Communication Technologies 3rd Week: 3G Communication Technologies 4th Week: 4G and Beyond 5th Week: Wireless Local Area Networks 6th Week: Midterm Exam-I 7th Week: Near Field Communications 8th Week: RFID 9th Week: Ad Hoc Networks 10th Week: Wireless Sensor Networks 11th Week: Midterm Exam-II 12th Week: Packet Size Optimization in Wireless Networks 13th Week: Underwater Acoustic and Underground Communications 14th Week: Vehicular Networks and Review |
Week | Subject | Related Preparation |
1) | 1st Week: An overview of wireless networks | |
2) | 2nd Week: Broadband Communication Technologies | |
3) | 3rd Week: 3G Communication Technologies | |
4) | 4th Week: 4G and Beyond | |
5) | 5th Week: Wireless Local Area Networks | |
6) | 6th Week: Midterm Exam-I | |
7) | 7th Week: Near Field Communications | |
8) | 8th Week: RFID | |
9) | 9th Week: Ad Hoc Networks | |
10) | 10th Week: Wireless Sensor Networks | |
11) | 11th Week: Midterm Exam-II | |
12) | 12th Week: Packet Size Optimization in Wireless Networks | |
13) | 13th Week: Underwater Acoustic and Underground Communications | |
14) | 14th Week: Vehicular Networks |
Course Notes / Textbooks: | 1. W. Stallings, “Data and Computer Communications,” Prentice Hall, 8th edition, 2007. |
References: | 2. I.F. Akyildiz and M.C. Vuran, ''Wireless Sensor Networks,'' John Wiley & Sons, 2010. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 5 |
Project | 1 | % 25 |
Midterms | 2 | % 40 |
Final | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 14 | 82 |
Midterms | 2 | 6 |
Final | 1 | 3 |
Total Workload | 133 |
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. |