POV4115 Contemporary Video PracticesBahçeşehir 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
POV4115 Contemporary Video Practices Spring 2 2 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): Dr. Öğr. Üyesi TOLGA HEPDİNÇLER
Recommended Optional Program Components: None
Course Objectives: This course aims at providing the students with an in depth review, study and practice in Video-Art production. Students will receive information about the historical evolution and contemporary practices of Video-Art movement.

Learning Outcomes

The students who have succeeded in this course;
1. Analyze Video Art practices, artists and methodologies.
2. Develop and expand an individualized approach to art making,
3. Show dexterity on technical issues of video making.
4. Categorize and compare the current topics on Video Art production
5. Distinguish narrative possiblities of Video-Art fron the other forms of visual narratives.
6. Produce Video-Art works within the concepts and contexts in former and current issues of the form.

Course Content

Early and new methods of video-production will be exemplified and discussed. Effect of digital media on Video-Art forms will be identified. Students will be expected create works on given topics and contexts.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Mainstream Issues in Video Production
2) Effects of Technology and change in video media. Weekly readings will be assigned.
3) Issues of Video-Art I: Body (Femininity) Weekly readings will be assigned.
4) Issues of Video-Art II: Body (Masculinity, Homosexuality) Weekly readings will be assigned.
5) Issues of Video-Art III: Identity (Class. Ethnicity. Race) Assignmet 1
6) Review for midterm exam Weekly readings will be assigned.
7) Issues of Video Art IV: Self (Amateurism, Video Confession) Assignmet 2
8) Video Art on Television Weekly readings will be assigned.
9) Video Art on Digital Age and Interactivity Weekly readings will be assigned.
10) Issues of Video Art: Reconstruction of the past (Found Footages, Appropriation and their ethical issues) Assignment 3
11) Video out of Screen: Video Intallations and Video Sculpture Weekly readings will be assigned.
12) Ideas for Final Projects Weekly readings will be assigned.
13) Preparation for Final Projects Working on the final project.
14) Assessment for final projects Working on the final project.

Sources

Course Notes / Textbooks: 1. Elwes, C. (2005). Video art a guided tour. London New York London New York: I.B. Tauris In Association with University of the Arts In the United States of America and in Canada distributed by Palgrave Macmillan.
2. Fifer, S. & Hall, D. (1990). Illuminating video : an essential guide to video art. New York, N.Y: Aperture in association with the Bay Area Video Coalition.
References: 1. Rees, A. (1999). A history of experimental film and video : from canonical avant-garde to contemporary British practice. London: BFI Publishing.
2. Renov, M. & Suderburg, E. (1996). Resolutions : contemporary video practices. Minneapolis, Minn: University of Minnesota Press.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 3 % 45
Midterms 1 % 15
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 4 56
Study Hours Out of Class 13 5 65
Presentations / Seminar 1 1 1
Homework Assignments 2 4 8
Midterms 1 1 1
Final 1 1 1
Total Workload 132

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.