| Week |
Subject |
Related Preparation |
| 1) |
Introduction: review of History of Camera-Images I and issues of modernism and postmodernism in relation to camera-images
|
|
| 2) |
Assignment I
|
Working on the assignments. |
| 3) |
Post-war realities and fantasies in photographic work
|
Weekly readings will be assigned. |
| 4) |
Post-war realities and fantasies in filmic work: Hollywood and counter-cinemas
|
Weekly readings will be assigned. |
| 5) |
The emergence of video
|
Weekly readings will be assigned. |
| 6) |
Assignment II |
Working on the assignments.
|
| 7) |
Midterm; screening and discussion of filmic and video work in relation to uses of notion of postmodernism/the postmodern.
|
Weekly readings will be assigned.
|
| 8) |
Camera-images and varieties of the postmodern in photography, film and video
|
Weekly readings will be assigned. |
| 9) |
Digitization in photography and photographic practices and genre
|
Weekly readings will be assigned. |
| 10) |
Digitization in film and film and video practices and genres
|
Weekly readings will be assigned.
|
| 11) |
Globalization and transculture in camera-image practices
|
Weekly readings will be assigned.
|
| 12) |
Assignment III
|
Working on the assignments. |
| 13) |
Current debates in photography, film and video
|
Weekly readings will be assigned. |
| 14) |
Presentation and discussion of visual essay assignments and revision
|
Working on the presentations. |
| Course Notes / Textbooks: |
Mary Warner Marien, Photography: A Cultural History, 2nd edition, Laurence King, London, 2006; Ian Jeffrey, Revisions: An Alternative History of Photography, National Museum of Photography, Film and Television, Bradford, England, 1999; Geoffrey Batchen, Burning with Desire: The Conception of Photography, The MIT Press, 1999.
|
| References: |
Heilbrunn Timeline of Art History (Metropolitan Museum, NY):
http://www.metmuseum.org/toah/hi/te_index.asp?s=all&t=all&d=photographs&x=21&y=15
Victoria and Albert Museum, Photography: http://www.vam.ac.uk/page/p/photography/
|
| |
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. |
|