Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
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Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Gets introduced with the acoustic world as a communication medium.
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Skills
(Describe as Cognitive and/or Practical Skills.)
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1) Produces sound design application for audio-visual communication media, including game.
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2) Evaluates the digital audio environment both as a technical and an artistic tool.
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3) Utilizes sound as a storytelling medium.
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4) Finalizes projects through independent artistic and operations decision making.
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Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
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Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
1) |
What is sound design? What does a sound designer do? |
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2) |
Introduction to physics of sound |
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3) |
Introduction to Logic Pro X |
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4) |
Music, Dialogue, Effect / EQ, Compression, TBEs |
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5) |
VO and Dialogue Editing |
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6) |
Sampling, synthesising, MIDI |
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7) |
Music application and editing |
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8) |
Midterm |
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9) |
Introduction to Wwise |
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10) |
Creating a soundscape |
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11) |
Game synchronisation |
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12) |
Acoustic space creation |
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13) |
Signal flow in games |
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14) |
Final project discussions |
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Course Notes / Textbooks: |
- Önen, U. (2016) Ses Kayıt ve Müzik Teknolojileri. İstanbul: Çitlembik Yayınevi
- Önen, U. & Pasinlioğlu, T. (2016) Synthesizer Teknolojileri ve Programlama. İstanbul: Çitlembik Yayınevi
- Jean-Luc Sinclair "Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media"
- Aaron Marks “The complete guide to Game Audio for composers, musicians, sound designers and Game developers”
- Bill A. Gibson "The S.M.A.R.T. Guide to Mixers, Signal Processors, Microphones, and More” Sonnenschein “Sound Design”
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References: |
- Önen, U. (2016) Ses Kayıt ve Müzik Teknolojileri. İstanbul: Çitlembik Yayınevi
- Önen, U. & Pasinlioğlu, T. (2016) Synthesizer Teknolojileri ve Programlama. İstanbul: Çitlembik Yayınevi
- Jean-Luc Sinclair "Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media"
- Aaron Marks “The complete guide to Game Audio for composers, musicians, sound designers and Game developers”
- Bill A. Gibson "The S.M.A.R.T. Guide to Mixers, Signal Processors, Microphones, and More” Sonnenschein “Sound Design”
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(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Designs visual elements creatively and comprehensibly in Cartoon and Animation. |
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1.1 Gains the requirements of design and visual communication in animation. |
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1.2 It produces original and creative films. |
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1.3 It designs and presents the message to be given in accordance with the target audience. |
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1.4 It adopts independent decision making while designing. |
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1.5 Applies the principles of Cartoon and Animation. |
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1.6 Follows and applies technologies in the field. |
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1.7 It adopts design principles. |
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1.8 Understands the equipment that can demonstrate and develop professional knowledge and skills in the animation industry. |
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2) |
Adopts the principle of being original in Cartoon and Animation. |
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2.1 It respects the copyrights of works by other artists or designers. |
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2.2 The study reaches the target audience by analyzing the areas it will produce. |
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3) |
Synthesizes different disciplines in Cartoon and Animation. |
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3.1 Synthesizes social events, history and art |
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3.2 He/She presents his/her works in workshops, festivals and exhibitions in his/her country or in different countries of the world. |
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4) |
Applies the theoretical knowledge that he learned by being in business life for a half year. |
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4.1 Experience all processes in business life. |
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4.2 It takes part in activities related to the field of education in a company operating in its field. |
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4.3 Compares theoretical knowledge with practice. |
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4.4 Absorbs the knowledge and experience gained in the field. |
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5) |
Gains advanced competencies developed in line with the expectations of the business world and society and defined as the institutional outcomes of our university. |
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5.1 Gains the ability to analyze problems, solve problems and manage conflicts. |
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5.2 It takes duties and responsibilities as a team member in environments that require solving problems, and leads when necessary. |
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5.3 Has ethical and social responsibility awareness. |
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5.4 Supporting what they have learned with quantitative and qualitative data; transfers systematically and impressively to the groups outside and outside the field by using written, verbal and visual communication tools. |
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5.5 Evaluate the norms and standards existing in the works that he takes responsibility from a critical perspective. |
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5.6 It develops strategic, innovative and entrepreneurial ideas. |
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5.7 Gains the ability to manage change. |
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5.8 It shows personal and social development with lifelong learning awareness. |
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5.9 It follows the developments in advanced technologies and digital transformation. |
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5.10 It has cultural awareness and transfers it to groups outside and outside the field. |
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5.11 Has awareness of citizenship competence. |
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5.12 Gains the competence to communicate in a Foreign Language (English) defined in at least B1 level of the European Language Portfolio. (B2 / B2 + level for the programs whose language of instruction is English) |
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WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
14 |
3 |
42 |
Laboratory |
0 |
0 |
0 |
Application |
4 |
3 |
12 |
Special Course Internship (Work Placement) |
0 |
0 |
0 |
Field Work |
0 |
0 |
0 |
Study Hours Out of Class |
0 |
0 |
0 |
Presentations / Seminar |
0 |
0 |
0 |
Project |
2 |
10 |
20 |
Homework Assignments |
2 |
10 |
20 |
Total Workload of Teaching & Learning Activities |
- |
- |
94 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
0 |
0 |
0 |
Midterms |
0 |
0 |
0 |
Semester Final Exam |
0 |
0 |
0 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
0 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
94 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
4 |