MATHEMATICS (TURKISH, PHD) | |||||
PhD | TR-NQF-HE: Level 8 | QF-EHEA: Third Cycle | EQF-LLL: Level 8 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
VCD3126 | Computer Programming for Interaction | Fall | 3 | 0 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | |
Mode of Delivery: | |
Course Coordinator : | Dr. Öğr. Üyesi İPEK TORUN |
Course Objectives: | This course aims to introduce the basic concepts of contemporary computer programming languages to students who are interested in interactive media. Since the target audience is expected to have no prior experience on programming, major concepts of programming will be learned through projects with visual programming tools. Adobe Flash is chosen as a powerful visual tool with ActionScript 2, which can rapidly be used to develop applications with graphic interfaces. At the end of the course, students will be able create working prototypes for interactive media, collaborate with programming experts through a common terminology and develop further skills in any programming environment by autodidact methods. |
The students who have succeeded in this course; I.Çağdaş programlama dillerinin temel kavramlarına aşinalık kazandırmak a.Deyimler b.İşleçler c.Değişkenler d.Diziler e.Koşullar ve döngüler f.Sınıflar II.Etklişimli medya tarsım aracı olara Adobe Flash uygulamasını kullanmak a.Adobe Flash ile animasyon b.Görsel nesnelere olay ve işlevler atamak c.ActionScript komutları ile görsel nesneler yaratmak d.Flash ortamında ses ve görüntüyü komutlarla denetlemek III.Programlama dillerine dair dokümantasyonlara aşinalık kazandırmak a.Yardım dosyaları gibi birincil destek dokümanlarını kullanmak b.Programlama kitaplarına aşinalık c.Web eğtimleri gibi üçüncü parti kaynaklara aşinalık IV.İyi programlama alışkanlıkları edinmek: İsimlendirme ve yorum yazma becerileri V.Bir programlama projesinde akışı planlamak a.Program görsellerini üretmek b.Akış şemalarını hazırlamak c.Pseudo kod ile planlama yapmak VI.Programcı ve yazılım mühendisleri ile birlikte çalışabilmek için gereken terminolojiye aşinalık kazandırmak |
The course employs two methods to deliver the learning outcomes. Lectures and classwork samples are used to explain programming environments, major concepts in programming languages and the use of documentation. Individual project assignments are used to asses the learning outcomes as well as developing skills on planning and executing a programming project. At the beginning of the course, Scratch, which is a visual programming developed by MIT will be used to deliver basic programming concepts avoiding the difficulties of learning syntax in code based programming languages. Adobe Flash with AS2 scripting will be employed to learn procedural programming and gaining coding skills on further projects. |
Week | Subject | Related Preparation | |
1) | Introducing the programming concepts Using “Scratch” of MIT as a visual programming tool. Classwork examples to learn about sprites, sequencing, iteration (looping), conditional statements, variables, lists (arrays), event handling, threads,dynamic interaction(parallel execution),coordination and synchronization,keyboard input, random numbers, boolean logic. | ||
2) | Classwork 1: Programming a simple game application with Scratch Variables, operators, conditions and loops Assignment 1: Develop a basic application idea to be applied with Scratch, sequence the flow on paper | Overviewing the Scratch documentation and installing software for personal use. | |
3) | Classwork 2: Presentation of application ideas and flows. Assignment 2: Developing the scratch application. | Develop a basic application idea to be applied with Scratch, sequence the flow on paper | |
4) | Introducing Adobe Flash as an animation tool. AS2 scripting environment Object names, syntax, best practices in programming, debugging Classwork 3: “Magnifier with mask” | Preparing the visual material for the application to be coded in "Msnifier with mask" classwork. | |
5) | Operators and conditional statements, Variables, arrays and data types Classwork 4: “Running rabbit” game, Random color change | Read the chapter "Data types" in "Nathan Derksen and Jeff Berg, 2006, Beginning ActionScript 2.0,, Wiley Publishing, Inc., Indianapolis, Indiana" | |
6) | Setting up a flash project MovieClips methods, properties, events. Creating movieClips on the fly, attaching MovieClips from library, textfields Assignment 3: Create the interface objects for a “click and pick” game. | Examining the movieClip object on Adobe Flash documentation | |
7) | Functions Classwork 5: “Click and pick” game. Assignment 3: “Score function for the click and pick game” | ||
8) | Interacting with the user, event listeners, external AS files. Classwork: Importing the “ideo-multitouch” client for AS2 Assignment 4: Develop an idea for a multitouch “click and pick” game. | ||
9) | Classes Classwork 6: “Click and pick” game for multitouch. Assignment 4: Finalize the mulitouch game | ||
10) | Handling the text, date class Classwork 7: “Desktop clock and calendar” Assignment 5: Develop a novel idea for a clock which visualizes the time. | ||
11) | Working with the sound Attaching sound to movieclip Classwork 8: Adding sound to “Click and pick” game Assignment 5: Coding the “novel clock” with sound | ||
12) | Working with microphone input Classwork 9: random color change triggered with microphone input | ||
13) | Working with camera input Classwork 10: Detect motion through camera to trigger sound and random color change Final Assignment: Develop an application idea using mulitouch input, microphone input and/or camera input. Design the application flow on paper. Design interface mock-ups for presentation | ||
14) | Presentation of ideas for final assignment Final assignment: Develop the application with multitouch input, camera input and/or microphone input. Classes Classwork 6: “Click and pick” game for multitouch. Assignment 4: Finalize the mulitouch game |
Course Notes: | Adobe Flash CS5 ActionScript2 Documentation |
References: | Nathan Derksen and Jeff Berg, 2006, Beginning ActionScript 2.0,, Wiley Publishing, Inc., Indianapolis, Indiana |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | % 0 | |
Laboratory | % 0 | |
Application | 10 | % 20 |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | 5 | % 40 |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | % 0 | |
Preliminary Jury | % 0 | |
Final | 1 | % 40 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload | |
Course Hours | 14 | 42 | |
Laboratory | |||
Application | |||
Special Course Internship (Work Placement) | |||
Field Work | |||
Study Hours Out of Class | |||
Presentations / Seminar | |||
Project | |||
Homework Assignments | 15 | 71 | |
Quizzes | |||
Preliminary Jury | |||
Midterms | |||
Paper Submission | |||
Jury | |||
Final | |||
Total Workload | 113 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |