POV3214 History of Camera Images IIBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
POV3214 History of Camera Images II Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 TOLGA HEPDİNÇLER
Course Lecturer(s): Assoc. Prof. LEWIS KEIR JOHNSON
Dr. Öğr. Üyesi TOLGA HEPDİNÇLER
Recommended Optional Program Components: None
Course Objectives: This course is a continuation of POV3213 History of Camera Images I. It will thus continue with the aim of providing you with histories of photography, film and video that can inform and enable your development as critical practitioners.


Learning Outcomes

The students who have succeeded in this course;
I. Recognise varieties of explanation of shifts from modernist to postmodernist accounts of the significance of camera-images
II. Recognise and analyse different modes of filmic narrative across factual and fictional modes and in relation to different socio-political and cultural interests
III. Recognise different accounts of the emergence and purposes of video technologies
IV. Recognise different accounts of the significance of digitization in photography, film and video
V. Recognise different accounts of globalization and the roles of visual images in these accounts
VI. Develop a critical account of relations to the history of camera-images and to contemporary visual culture relevant to the student’s practice

Course Content

The course will consider ways in which the technical powers of images have been used by contemporary practitioners. It explores the ways in which different photographic and film practices are involved in different claims to truth and knowledge in the context of our actual socio-cultural topics of interest. It reviews the transformation of photography and video practices, especially in the contemporary era.

Weekly Detailed Course Contents

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.

Sources

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/

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 15
Homework Assignments 2 % 20
Midterms 1 % 25
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 5 70
Homework Assignments 2 5 10
Midterms 1 2 2
Final 1 2 2
Total Workload 126

Contribution of Learning Outcomes to Programme Outcomes

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.