FACULTY OF COMMUNICATION

Department of Cinema and Digital Media

CDM 307 | Course Introduction and Application Information

Course Name
Stop Motion Animation
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
CDM 307
Fall/Spring
2
2
3
5

Prerequisites
  CDM 231 To succeed (To get a grade of at least DD)
Course Language
English
Course Type
Elective
Course Level
First Cycle
Mode of Delivery face to face
Teaching Methods and Techniques of the Course Critical feedback
Lecture / Presentation
Field work/Application
Course Coordinator -
Course Lecturer(s)
Assistant(s) -
Course Objectives This course aims to introduce the students to the use of frame animation, to teach experimental techniques and theories of animation art, so they can develop ideas, narratives and non-narratives by means of animation
Learning Outcomes The students who succeeded in this course;
  • Apply an experimental approach to moving images.
  • Identify the history and theory of experimental animation and how they relate to other art practices such as cinema.
  • Create pre-visualization of moving images including storyboarding and mood boarding in an experimental context.
  • Compare innovative approaches to sound/image relationships.
  • Produce images using stop motion animation.
Course Description This is a hands-on course that focuses on stop motion animation techniques. It examines the physics of movement in the production of moving images. It is designed to extend students' basic experiences in videography and editing. The course examines and applies animation in relationship with both cinema and fine arts.

 



Course Category

Core Courses
Major Area Courses
Supportive Courses
X
Media and Management Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction The concept of animation, the history of stop motion animation and the concept of tricky cinema.
2 Animation Film demonstrations and introducing of 12 animation principles.
3 Workshop Starting to work on storyboard drawings and work on an animation about the transformation and movement of objects. Determining setting and objects by analyzing the environment.
4 Workshop and Discussion Discussing storyboard drawings together. Finalization of setting and objects for the creation of animations from taken photographs.
5 Workshop and Evaluation Evaluation and discussion of the animations made by the class.
6 Workshop Converting photographs to video and making of sound arrangements.
7 Midterm Delivering of a 30 seconds animation.
8 Commenting Commenting and criticizing the midterm projects in class.
9 New Techniques Explanation of different stop motion techniques (digital and traditional).
10 Script Writing Developing a script for a one-minute final project.
11 Collecting Visuals Collection of visuals within the framework of the script and starting to storyboard work.
12 Animation and Editing Softwares I Teaching helpful techniques by examining Premiere, Photoshop and After Effects programs.
13 Animation and Editing Softwares II Teaching helpful techniques by examining Premiere, Photoshop and After Effects programs.
14 Final Making of final project of a 1 minute animation.
15 Evaluation
16 Evaluation

 

Course Notes/Textbooks
Suggested Readings/Materials

Geoffrey Nowell-Smith - The Oxford History of World Cinema
Andy Clarke & Grethe Mitchell – Videogames and Art
Emre Ahmet Seçmen - Neo-Sinema Tekniğe ve Teknolojiye Dair Okumalar

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
1
20
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
1
30
Presentation / Jury
Project
1
50
Seminar / Workshop
Oral Exams
Midterm
Final Exam
Total

Weighting of Semester Activities on the Final Grade
2
60
Weighting of End-of-Semester Activities on the Final Grade
1
40
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Theoretical Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: '.16.' x total hours)
16
2
32
Study Hours Out of Class
0
Field Work
0
Quizzes / Studio Critiques
18
0
Portfolio
0
Homework / Assignments
0
Presentation / Jury
0
Project
1
50
50
Seminar / Workshop
0
Oral Exam
0
Midterms
0
Final Exam
0
    Total
114

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To be able to have fundamental knowledge about narrative forms in cinema, digital and interactive media, and the foundational concepts relevant to these forms.

2

To be able to create narratives based on creative and critical thinking skills, by using the forms and tools of expression specific to cinema and digital media arts.

X
3

To be able to use the technical equipment and software required for becoming a specialist/expert in cinema and digital media.

X
4

To be able to perform skills such as scriptwriting, production planning, use of the camera, sound recording, lighting and editing, at the basic level necessary for pre-production, production and post-production phases of an audio-visual work; and to perform at least one of them at an advanced level.

5

To be able to discuss how meaning is made in cinema and digital media; how economy, politics and culture affect regimes of representation; and how processes of production, consumption, distribution and meaning-making shape narratives.

6

To be able to perform the special technical and aesthetic skills at the basic level necessary to create digital media narratives in the fields of interactive film, video installation, experimental cinema and virtual reality.

X
7

To be able to critically analyze a film or digital media artwork from technical, intellectual and artistic perspectives.

8

To be able to participate in the production of a film or digital media artwork as a member or leader of a team, following the principles of work safety and norms of ethical behavior.

9

To be able to stay informed about global scientific, social, economic, cultural, political, institutional and industrial developments.

10

To be able to develop solutions to legal, scientific and professional problems surrounding the field of cinema and digital media.

11

To be able to use a foreign language to communicate with colleagues and collect data in the field of cinema and digital media. ("European Language Portfolio Global Scale", Level B1).

12

To be able to use a second foreign language at the medium level.

13

To be able to connect the knowledge accumulated throughout human history to the field of expertise.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

 


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