CARTOON AND ANIMATION | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
SEN3006 | Software Architecture | Spring | 2 | 2 | 3 | 7 |
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 : | Dr. Öğr. Üyesi YÜCEL BATU SALMAN |
Course Lecturer(s): |
Prof. Dr. NAFİZ ARICA RA MERVE ARITÜRK RA SEVGİ CANPOLAT Dr. Öğr. Üyesi YÜCEL BATU SALMAN Instructor DUYGU ÇAKIR YENİDOĞAN Dr. Öğr. Üyesi TAMER UÇAR |
Recommended Optional Program Components: | None. |
Course Objectives: | Provides in depth the concepts, principals, methods, and best practices in software architectures; emphasizes on team projects to architect domain-specific architectures, service-oriented architectures, product-line architectures, adaptive and generative architectures. This course provides an overview for software engineering concepts and architectures. Students will work in small groups to design and implement software applications. The course will also provide a high-level overview of the software engineering discipline: software requirements, software design, software construction, software management, and software quality and testing. |
The students who have succeeded in this course; 1. Define the phases of the software development lifecycle 2. Describe the difference between project and process metrics 3. Define the terms version control and change control 4. Apply the methods for performing requirements elicitation and requirements analysis 5. Discuss important design principles such as information hiding and abstraction 6. Discuss the differences between structured and object oriented analysis and design 7. Define key testing terms such as black box testing and white box testing 8. Construct the activities of the software lifecycle for a small to medium software project |
The course content is composed of product, process, project management, metrics, project planning, systems engineering, analysis concepts, analysis modeling, risk, sqa, project scheduling, scm, design concepts, architecture design, user interface design, technical metrics, oo concepts, ooa, ood, software testing techniques and strategies, software maintenance, software testing techniques and strategies , oo metrics and a case study in software architecture – the a-7e operational flight program. |
Week | Subject | Related Preparation |
1) | Product, Process | |
2) | Project Management, Metrics, Project Planning | |
3) | Systems Engineering | |
4) | Analysis Concepts, Analysis Modeling | |
5) | Risk, SQA, Project Scheduling, SCM | |
6) | Design Concepts | |
7) | Architecture Design, User Interface Design, Other Design Topics | |
8) | Design Topics | |
9) | Technical Metrics, OO Concepts, OOA, OOD | |
10) | Software Testing Techniques and Strategies | |
11) | Software maintenance, Software Testing Techniques and Strategies , OO Metrics | |
12) | OO Metrics | |
13) | A Case Study in Software Architecture – the A-7E Operational Flight Program | |
14) | Project Presentations |
Course Notes / Textbooks: | Craig Larman Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development, 3/E ISBN-10: 0131489062 | ISBN-13: 9780131489066 Roger S. Pressman Software Engineering: A Practitioner's Approach, Sixth Edition , McGraw-Hill Software Architecture in Practice, 2/e Bass, Clements & Kazman 2003 | Addison-Wesley Professional | Cloth; 560 pp ISBN-10: 0321154959 | ISBN-13: 9780321154958 |
References: | Yok - None. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 10 |
Project | 1 | % 15 |
Midterms | 1 | % 25 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Laboratory | 14 | 2 | 28 |
Study Hours Out of Class | 2 | 20 | 40 |
Project | 1 | 15 | 15 |
Quizzes | 2 | 10 | 20 |
Midterms | 1 | 16 | 16 |
Final | 1 | 20 | 20 |
Total Workload | 167 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To have theoretical and practical knowledge and skills in cartoon and animation. | |
2) | To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction. | |
3) | Making animated films with various artistic styles and techniques. | |
4) | Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style. | |
5) | To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them. | |
6) | To be able to evaluate cartoon and animations in the framework of their knowledge and skills. | |
7) | To be able to define and manage learning requirements in the field of cartoon and animation. | |
8) | To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field. | |
9) | To monitor developments in the field of cartoon and animation using foreign languages and to communicate with foreign colleagues. | |
10) | To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations. | |
11) | Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects. | |
12) | To have sufficient knowledge about ethical values and universal values in the field of cartoon and animation. |