CPAP is a program to improve computer proficiency. CPAP is not a regular course; it aims to measure, evaluate and develop the skills of the students in Word Processing and Spreadsheet Applications. Students can study from the on-line video lectures provided in the link http://home.ku.edu.tr/~cpap/lecnotes.html Undergraduate students must pass CPAP's proficiency test in order to fulfill the degree requirements. They can register to the scheduled tests by registering to one of the classes of CPAP100 using KUSIS Course Planner. More information is provided in the link http://home.ku.edu.tr/~cpap/..
Introductory overview of contemporary mass media systems and an examination of the various factors -historical, economic, political, and cultural- that have shaped their development. Components of culture industries such as the Internet, radio, television, cinema, newspapers and journalism, advertising, and public relations. Investigation of theories and research related to media effects.
Foundations of visual language. Introduction to the principles and elements of design. Control of line, shape, space, texture, color, composition and sequence to convey a message. Strategic exercises to channel design to an interdisciplinary level. Studio practice, theory, critique, exhibition.
Broad introduction to the study of visual expression in different world cultures and time periods. Case studies about specific works of art are used to instruct students about the different ways that art historical theory can be applied to the analysis of a work of art/architecture. Research and academic writing skills are a key component.
This course is a general introduction to programming using the Java programming language. It emphasizes the structured programming language aspects of Java and de-emphasizes its object-oriented aspects. The latter are covered only to the extent that enables students to use standard Java libraries for common tasks. Students who complete this course successfully should gain a solid foundation in algorithmic thinking and structured programming, and should be able to perform basic, common computational tasks easily and efficiently.
Studio practice in classical and contemporary drawing. Learning to look and sketch. Convey the illusion of light, depth and texture on paper. Building skills for composition, expression and abstraction. Experimenting with various materials.
The individual as a member of social groups and social psychological perspectives on issues such as aggression and violence, bystander intervention, obedience, conformity, attitudes, prejudice, and attribution.
Introduction to visual communication design in an interactive media environment: visualizing a catchword, visualizing actions referring to interface design, making a visual design by creating clever remark between object and a concept, creating interest on a point using non-textual visual metaphors, visualizing the relation between linear and non-linear structures.
Intensive writing practice for a variety of media formats. Different conventions of writing for print media, radio, and television. Class structure, assignments, and timed writing exercises are designed to simulate a working media environment.
Graphic design and image editing skills through the use of creative software. Use of design principles and techniques as well as visual and graphic design software.
Fundamentals of digital video camera skills such as framing and exposure as well as guidelines of non-linear digital editing, such as montage, parallel editing, transitions, editing to sound and exporting for various platforms. Multiple hands on exercises with camera and final short video production.
Foundations of two, three and four dimensional design. Interdisciplinary approach in visualising ideas. Interaction of text and image, color and sound, form and content, harmony and chaos, time and movement. Experiments on artistic research, conceptualizing, collaboration, presentation. Use of traditional and new materials.
Brief history of photography from 1839 to the present. Fundamentals of photography from conventional to digital. Methods of image capturing by using correct exposure, lighting and composition techniques. Basic photographic variables such as; aperture, shutter speed and ISO. Introduction to the photographic equipment, materials, processes and philosophy. Ways of seeing are discussed throughout the course.
Survey of literary and critical traditions outlining the representation and contemplation of aesthetics. Study and application of a variety of critical methods for understanding and evaluating aesthetic criteria (specifically to media such as film, television, advertising etc.).
Introduction to film and its three pillars: storytelling, mise-en-scene, and cinematography. Full analysis of new texts, such as shot, scene or sequence.
Study of techniques and technologies on designing presentations for the Internet. Creating interactive web content. Designing web graphics and animations.
How do the contemporary media industries work? How are media companies managed and how does this affect the stock of cultural materials available? How can an analysis of the ?business of entertainment? enable a greater understanding of contemporary media aesthetics and culture? In-depth investigation of the film and animation, broadcasting (television and radio), video gaming, online content production, publishing (newspapers, books, and magazines) industries.
An introduction to the appreciation of and critical debates around the contemporary arts. Engagement with work from artists working in a broad range of media within various settings - galleries, museums, public spaces, and other non-traditional exhibition venues.
Study of the production of contemporary art via creative exercises. Rather than the creation of individual drawings, paintings, or sculpture, the students begin with a concept. Working with the concept with preferred media. Consideration of the presentation of the art work in terms of placement, framing, lighting or sound. End of term exhibition.
Role of marketing research in the firm and the research process. In-depth examination and application of the research process which includes formulation of research problems, research designs, sampling issues, data collection, and analysis.
Focuses on planning and evaluating advertising and other types of promotion strategies and executions. Specific topics include integrated marketing communications, strategic planning, creative brief, perspectives on consumer behavior and communication process, creative strategy, media planning and measuring effectiveness.
Major concepts and theories related to film and cinema; formal aspects of film that constitute the ?language? of the medium (i.e., narrative, cinematography, mise-en-scene, editing, sound); and history of filmmaking. Analysis of social, political and cultural contexts for different styles. Issues in film theory (e.g., auteurism), the political economy of the film industry, and discussion of conditions under which films are produced.
Conservation, interpretation, communication and management of all archaeological and historical resources that are regarded as cultural heritage. Theoretical and methodological approaches, social and political factors, which shape our understanding and management of the cultural heritage. Examination of local and global, international and national institutions which deal with cultural heritage, the relevant legislation and conventions that impact the management of these resources.
A basic introduction to research methods in media and communications including surveys, experiments, and content analysis. Review of literature, identification of basic concepts, problems, responsibilities, and research ethics; procedures and basic techniques of data analysis. Television ratings, public opinion polls, and other methods for measuring audience feedback.