Week |
Subject |
Related Preparation |
1) |
Notion of fine art photography and its historical evolution – 19th century practices. |
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2) |
Notion of fine art photography and its historical evolution - 20th century and contemporary practices.
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Weekly readings will be assigned. |
3) |
Early theories about fine art and their reviews, examples from notable practitioners.
Assignment I
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Working on the assignments. |
4) |
Fine Art printing techniques and corresponding examples.
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Working on the assignments. |
5) |
Analyzing Alfred Stieglitz’s works within the context of platinum and palladium print of pictorialism.
Assignment II.
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Working on the assignments.
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6) |
Fine art printing and presentation techniques.
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Working on the assignments.
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7) |
Exhibiting methods and materials of exhibition.
Assignment III.
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Working on the assignments. |
8) |
Stilistic interpretations of famous photographers within the techical context of photography. |
Working on the assignments. |
9) |
Analyzing Edward Steichen’s Works from pictorialism to direct photography. Assignment IV
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Working on the assignments. |
10) |
Printing in the context of galleries and art market
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Working on the assignments. |
11) |
Archival processes of fine art prints.
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Working on the assignments. |
12) |
Analyzing Ralph Gibson’s Works and the effects of material choice on representations
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Working on the assignments.
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13) |
Analyzing Jeff Wall’s Works. Contemporary Examples of Fine Art Printing
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Working on the assignments.
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14) |
Evaluation
Final Assignment; Oral Presentation of the works
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Working on the assignments and presentations. |
Course Notes / Textbooks: |
1. Hirsch, R. (2009). Photographic possibilities the expressive use of equipment, ideas, materials, and processes. Amsterdam Boston: Focal Press/Elsevier.
2. Steinmueller, U. & Gulbins, J. (2008). Fine art printing for photographers : exhibition quality prints with inkjet printers. Santa Barbara, CA: Rocky Nook. |
References: |
1. Adams, A. & Baker, R. (1995). The negative. Boston: Little Brown.
2. Adams, A. & Baker, R. (1983). The print. Boston: Little, Brown.
3. Gibson, R. (2001). Ex libris : photographs and constructs. New York, NY: PowerHouse Books.
4. Greenough, S. & Stieglitz, A. (2002). Alfred Stieglitz : the key set : the Alfred Stieglitz collection of photographs. Washington, D.C. New York: National Gallery of Art Harry N. Abrams.
5. Wall, J. & Duve. (2009). Jeff Wall : the complete edition. London: Phaidon.
6. Smith, J. & Steichen, E. (1999). Edward Steichen : the early years. Princeton, N.J: Princeton University Press in association with the Metropolitan Museum of Art. |
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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. |
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2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
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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. |
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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. |
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5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
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6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
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7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
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8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
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9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
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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. |
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11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
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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. |
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