| Course Name |
Moving Images in a Digital Age
|
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
|
CDM 431
|
Fall/Spring
|
3
|
0
|
3
|
4
|
| Prerequisites |
None
|
|||||
| Course Language |
English
|
|||||
| Course Type |
Elective
|
|||||
| Course Level |
First Cycle
|
|||||
| Mode of Delivery | - | |||||
| Teaching Methods and Techniques of the Course | DiscussionQ&ACritical feedback | |||||
| National Occupation Classification | - | |||||
| Course Coordinator | - | |||||
| Course Lecturer(s) | ||||||
| Assistant(s) | - | |||||
| Course Objectives | This course examines the changes that moving images undergo during the process of digitalization. It explores the impact of digitalization on the production of moving images and their consumption by audiences, while also analyzing the new sociocultural viewer identities that emerge as a result of digitalization. |
| Learning Outcomes |
The students who succeeded in this course;
|
| Course Description | This course addresses the changes in the production and consumption of moving images during the process of digitalization. Throughout the course, it examines how fields such as American cinema, video art, independent cinema, contemporary art, documentary, computer games, and internet culture have been affected by digitalization and the various directions these effects have taken. By discussing the cultural impact of new types of moving images that have emerged as a result of digitalization, the course aims to foster a different perspective on today's media and visual culture. |
| Related Sustainable Development Goals |
|
|
|
Core Courses | |
| Major Area Courses | ||
| Supportive Courses |
X
|
|
| Media and Management Skills Courses | ||
| Transferable Skill Courses |
| Week | Subjects | Related Preparation |
| 1 | Introduction | |
| 2 | What Is An Image? From Vertov’s Kino-eye To Post-Internet Images | Dziga Vertov – Kino-eye |
| 3 | Internet Culture and The Role of Moving Images | Henry Jenkins - If It Doesn't Spread, It's Dead (Part One): Media Viruses and Memes / Arthur Jones – Feels Good Man |
| 4 | Streaming Culture and It’s Effects On Cinema | Girish Shambu – The New Cinephilia / Bo Burnham - Inside |
| 5 | Participatory Culture and Art of Participation | Jeremy Deller – The Battle of Orgreave |
| 6 | Internet Arts: Webart, Forumart & Internet Aesthetics | Olga Goriunova - Art Platforms and Cultural Production on the Internet / Assignment I |
| 7 | Video Game Art I: Modding, Machinima and Performance | Alex Chan – The French Democracy / Total Refusal – Hardly Working |
| 8 | Video Game Art II: Artgames and Worldbuilding | Carl Burton - I.S.L.A.N.D.S: Non-Places / David OReilly - Everything |
| 9 | Midterm | |
| 10 | Glitch Feminism and Digital Communes | Legacy Russell – Glitch Feminism: A Manifesto / Roland Barthes – Camera Lucida |
| 11 | Collective Image Making: Liminal Spaces and Weirdcore Aesthetics | Beeswax Games – No Players Online / Dan Erickson – Severance Assignment II |
| 12 | Images of Artifical Intelligence | Clement Greenberg – Avant-Garde and Kitsch |
| 13 | Aesthetics of Conspiracy Theories: Mockumentaries, Creepypastas & Digital Horror | Mike Wendling – Alt-Right: From 4Chan to the White House / Kerem Karaosmanoğlu - Komplo Teorileri: Disiplinlerarası Bir Giriş |
| 14 | Final | |
| 15 | Presentations and Evaluation | |
| 16 | Review of the Semester |
| Course Notes/Textbooks | |
| Suggested Readings/Materials | Robert Fulford - The Triumph of Narrative: Storytelling in the Age of Mass Culture |
| Semester Activities | Number | Weigthing |
| Participation |
1
|
20
|
| Laboratory / Application | ||
| Field Work | ||
| Quizzes / Studio Critiques | ||
| Portfolio | ||
| Homework / Assignments |
1
|
20
|
| Presentation / Jury | ||
| Project | ||
| Seminar / Workshop | ||
| Oral Exams | ||
| Midterm |
1
|
30
|
| Final Exam |
1
|
30
|
| Total |
| Weighting of Semester Activities on the Final Grade |
2
|
60
|
| Weighting of End-of-Semester Activities on the Final Grade |
2
|
40
|
| Total |
| Semester Activities | Number | Duration (Hours) | Workload |
|---|---|---|---|
| Theoretical Course Hours (Including exam week: 16 x total hours) |
16
|
3
|
48
|
| Laboratory / Application Hours (Including exam week: '.16.' x total hours) |
16
|
0
|
|
| Study Hours Out of Class |
14
|
1
|
14
|
| Field Work |
0
|
||
| Quizzes / Studio Critiques |
4
|
0
|
|
| Portfolio |
0
|
||
| Homework / Assignments |
1
|
6
|
6
|
| Presentation / Jury |
6
|
0
|
|
| Project |
1
|
18
|
18
|
| Seminar / Workshop |
0
|
||
| Oral Exam |
0
|
||
| Midterms |
1
|
17
|
17
|
| Final Exam |
1
|
17
|
17
|
| Total |
120
|
|
#
|
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. |
-
|
X
|
-
|
-
|
-
|
|
| 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. |
-
|
-
|
-
|
-
|
-
|
|
| 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. |
-
|
-
|
X
|
-
|
-
|
|
| 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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