Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI364 | ||||
Course Name: | Digital Photograpgy | ||||
Semester: | Spring | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Dr. Öğr. Üy. İSMAİL ERİM GÜLAÇTI | ||||
Course Lecturer(s): | Dr. Öğr. Üyesi İsmail Erim GÜLAÇTI | ||||
Course Assistants: |
Course Objectives: | Students will • Define key photography terminology • Master exposure settings (aperture, shutter speed, ISO) • Compose visually appealing photographs • Understand the role of photography in communication • Edit and enhance photographs using software |
Course Content: | Week 1: Introduction to Digital Photography • Learning Objectives: • Define key photography terminology. • Understand the historical development of photography. • Identify the components of a digital camera. • Topics: • History of photography • Digital camera components • Basic camera settings Week 2: Camera Controls and Settings • Learning Objectives: • Master exposure settings (aperture, shutter speed, ISO). • Understand the importance of white balance. • Learn to control depth of field. • Topics: • Aperture and depth of field • Shutter speed and motion • ISO and noise • White balance Week 3: Composition and Framing • Learning Objectives: • Compose visually appealing photographs. • Understand the rule of thirds and other composition techniques. • Recognize the impact of perspective and framing. • Topics: • Rule of thirds • Leading lines • Framing techniques Week 4: Lighting in Photography • Learning Objectives: • Identify and manipulate different types of lighting. • Understand the concept of exposure. • Use natural and artificial light effectively. • Topics: • Types of lighting • Exposure and metering • Flash photography Week 5: Image Editing and Post-Processing • Learning Objectives: • Edit and enhance photographs using software (e.g., Adobe Lightroom). • Retouch and correct images. • Topics: • Introduction to image editing software • Basic editing techniques Week 6: Visual Storytelling through Photography • Learning Objectives: • Develop the ability to tell stories through photographs. • Understand the role of photography in communication. • Topics: • Photojournalism • Documentary photography • Building a visual narrative Week 7: Portraiture and People Photography • Learning Objectives: • Capture compelling portraits. • Work with human subjects. • Topics: • Portrait photography techniques • Working with models and subjects Week 8: Landscape and Nature Photography • Learning Objectives: • Capture stunning landscapes and nature scenes. • Understand the unique challenges of outdoor photography. • Topics: • Landscape composition • Nature photography tips Week 9: Street Photography and Candid Shots • Learning Objectives: • Develop the skills for street and candid photography. • Address ethical considerations in public photography. • Topics: • Street photography techniques • Ethics in street photography Week 10: Event and Action Photography • Learning Objectives: • Capture dynamic events and actions. • Understand the role of timing and framing. • Topics: • Event photography • Action photography Week 11: Photography for Social Media and Online Platforms • Learning Objectives: • Adapt photography for various online platforms. • Understand image resolution and file formats. • Topics: • Social media photography • Image optimization for the web Week 12: Copyright and Legal Aspects • Learning Objectives: • Understand copyright and intellectual property issues in photography. • Learn about model releases and permissions. • Topics: • Copyright in photography • Model releases and permissions Week 13: Final Project and Portfolio Development • Learning Objectives: • Apply knowledge and skills to a final photography project. • Create a portfolio of work for presentation. • Topics: • Project guidelines • Portfolio development Week 14: Critique and Reflection • Learning Objectives: • Engage in critical analysis of photographs. • Reflect on personal growth as a photographer. • Topics: • Group critique sessions • Personal reflection and future plans |
The students who have succeeded in this course;
1) Define key photography terminology 2) Master exposure settings (aperture, shutter speed, ISO) 3) Compose visually appealing photographs 4) Apply the rule of thirds and other composition techniques 5) Identify and manipulate different types of lighting 6) Edit and enhance photographs using software (e.g., Adobe Lightroom) 7) Understand the role of photography in communication and develop the ability to tell stories through photographs. 8) Differentiate among and use the portrait photography techniques 9) Understand the unique challenges of outdoor photography and capture stunning landscapes and nature scenes 10) Develop the skills for street and candid photography and address ethical considerations in public photography 11) Ability to understand image resolution and file formats and adapt photography to various online platforms 12) Understand copyright and intellectual property issues in photography |
Week | Subject | Related Preparation |
1) | • History of photography • Digital camera components • Basic camera settings | |
2) | ||
3) | Rule of thirds Leading lines Framing techniques | |
4) | • Types of lighting • Exposure and metering • Flash photography | |
5) | • Introduction to image editing software • Basic editing techniques | |
6) | • Photojournalism • Documentary photography • Building a visual narrativ | |
7) | • Portrait photography techniques • Working with models and subjects | |
8) | • Landscape composition • Nature photography tips | |
9) | • Street photography techniques • Ethics in street photography | |
10) | • Event photography • Action photography | |
11) | • Social media photography • Image optimization for the web | |
12) | • Project guidelines • Portfolio development | |
13) | • Project guidelines • Portfolio development | |
14) | • Group critique sessions • Personal reflection and future plans |
Course Notes / Textbooks: | Öğretim Üyesi Notları ve Sunumları |
References: | Lecturer's Notes and Presentations |
Course Learning Outcomes | 1 |
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Program Outcomes | ||||||||||||
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | ||||||||||||
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | ||||||||||||
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | ||||||||||||
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | ||||||||||||
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | ||||||||||||
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | ||||||||||||
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | ||||||||||||
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | |
2) | Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | |
3) | Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | |
4) | Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | |
5) | Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | |
6) | Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | |
7) | Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | |
8) | Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 5 | % 20 |
Midterms | 1 | % 40 |
Final | 1 | % 40 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 28 |
Homework Assignments | 6 | 12 |
Midterms | 1 | 1 |
Final | 1 | 1 |
Total Workload | 42 |