Introduction to the field of political communication, conceptual approaches to analyzing communication in various forms, including advertising, speech making, election campaigns, and candidates' and office-holders' uses of news. Interplay between mass media and politics.
Reviews the field of digital game studies and historically situates the emergence of video games as a medium. Explores the theoretical landscape of contemporary game studies; focuses on topics such as video game theory, political economy and space, video game labor, race, gender, sexuality, design and software, globalisation, pedagogy, resistance, aesthetics, and research methods.
Introductory course on the role and function of the film critic; core principles of film criticism including film theories and approaches; social and political implications of film. Developing skills to write insightful reviews of a specific film. Demonstrate an understanding of the socio-political implications of film-making.
An introduction to picturebook design and research. Evaluating the educational, cultural, social and economic impact of children's books and interactive electronic storybooks. Overview of projects in relation to language development. Understanding how picturebooks work. Analysis of multilingual, multicultural, experimental, creative, postmodern books.
The study of the role of strategic media planning in the overall context of marketing and advertising decisions. Audience research and processes related to selection, evaluation, and planning of all major advertising media. Analysis of various decisions and problems that arise in the media planning process.
The purpose of this course is to survey research and theorizing on the psychology of attitudes and persuasion. The course will explore issues such as attitude formation and change; the structure, function, strength and measurement of attitudes; principles of persuasion and social influence; resistance and susceptibility to persuasion; designing persuasive communications for behavior change interventions. Applications in consumer, health, and political psychology are reviewed throughout the course.
Introduction to developing creative ideas for interaction design. Interaction Design Principles and breaking the rules in the principles. Re-reading of designs developed by ancient cultures for interpretation in interactive design. Design analysis within evolving technologies. Utilization of a workshop format: the description of the task, video-sketches presentation, individual and group practice and critique, collective overall evaluation.
Focus on the practice, theory, and history of animation. 2D and 3D computer animation. Use of computer based editing, production via 2D and 3D animation tools. Applications for 3D web animation and web design.
Design fundamentals of video and computer games. Practical aspects of game development. Study the components of game design process. History and type of computer games, gameplay mechanics and challenges.
Images of race, ethicity and gender in media and particularly the ways in which gender, ethnicity and race are constructed and represented in different communication contexts, the reproduction of prejudice and discrimination, media policy, structural factors associated with inequalities regarding access to media, and information, communication and media policy.
Contemporary issues in relation to drawing and illustration: creation of an image, sequential visual narrative, content. Utilizing drawing, printmaking, metaphor and visual thinking. Production via digital and traditional media.
General principles of directing through theoretical discussions and applied production projects throughout the semester. Staging and directing, creating storyboards and mise-en-scene
Fundamentals of architecture and representation of information. The journey from data to information with regards to relation, grouping, hierarchy as well as the mental information processing. Forming, representing and visualizing the information for different types of media. Case studies such as instructional design, time-series, spatio-temporal data, comparison, big data. Exploration of tangible, gestural, device based interaction with the information.
Overview of experimental and traditional approaches in visual storytelling. Establishing connections between text and image, form and content across media. Analyzing images, transitions, subjectivity and aesthetics of selected narratives. Developing, selecting and editing visuals. Topics include visual narrative, graphic layout, storyboard, sequence, character and format.
Basic functions of Human Resource Management from a generalist perspective for all managers; job design, recruitment, selection, training and career development, compensation and benefits, performance appraisal and discipline in organizations; current developments in HRM abroad and in Türkiye.
Theoretical and practical overview of the audiences, messages, and evaluation of communication campaigns. Principles of planning and evaluation relevant to several kinds of campaigns. Campaign goals, strategies, and creative tactics; research design and implementation, audience segmentation. Analysis of campaign-related data sources.
Student projects focusing on conceptualization, planning and execution of a production cycle in a medium that student chooses to work on (e.g. television, video, documentary, web, animation, video gaming, advertising). Delivery and presentation of an output (e.g. video, artwork, interactive work, installation, performance, script).
The social, political, and technological dynamics of new media. Relationship between media technologies and society. Investigation of how new media frame our experience of the world and social relations. Examination of topics such as interactivity, convergence, democracy and the internet, privacy, surveillance, intellectual property and cyber identity.
Student projects focusing on the whole development process and documentation of the production cycle of a medium that student chooses to work on (e.g. television, video, documentary, web, interactive interface, animation, video gaming, advertising, visual arts, social media, corporate identity). Documentation (e.g. statement, report, thesis, paper) of the project as the main outcome in addition to the project presentation.
Improvement of usability test skills analyzing each steps. Planning usability tests, specifying persona and user groups, preparing test materials, conducting test, compiling and analyzing data, and creating design guidelines.
Investigation of one or more topics of interest with the guidance of an instructor. Presentation of a research paper or project at the end of the term.
Investigation of one or more topics of interest with the guidance of an instructor. Presentation of a research paper or project at the end of the term.