BCO627 - INTRODUCTION TO SOUND DESIGN
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
INTRODUCTION TO SOUND DESIGN | BCO627 | Any Semester/Year | 3 | 0 | 3 | 6 |
Prequisites | None | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Drill and Practice | |||||
Instructor (s) | Dr. Mehmet Can Özer | |||||
Course objective | Students being able to use sound recording technologies, apply the knowledge into sound design and production. | |||||
Learning outcomes |
| |||||
Course Content | Cables, sound card, computer and midi control devices. Mixing techniques. Recording sessions, preparation and listening. Digital audio workstations. Sound effects and its usage. Equalizing and mastering. | |||||
References | ? Childs, G.W., (2006), Creating Music and Sound for Games; Course Technology PTR ISBN-10: 1598633015 ? Vines, R. D., (2008) Composing Digital Music for Dummies; Wiley Pub. ISBN: 978-0-470-17095-3 ? Marks, A. (2001) The Complete Guide to Game Audio; CMP Books, ISBN: 1-57820-083-0 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | General info |
Week 2 | Introductory sound physics. |
Week 3 | Meeting with the studio tools |
Week 4 | Microphone types and their usage |
Week 5 | Mixing techniques |
Week 6 | Recording devices and their usage |
Week 7 | Recording devices and their usage |
Week 8 | Peripheral recording devices and their techniques |
Week 9 | Peripheral recording devices and their techniques |
Week 10 | Midterm |
Week 11 | Studio effects and its usage |
Week 12 | Studio effects and its usage |
Week 13 | Equalization and mixing |
Week 14 | Mastering |
Week 15 | |
Week 16 | Final |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 1 | 5 |
Laboratory | 0 | 0 |
Application | 2 | 10 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 2 | 10 |
Presentation | 1 | 15 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 1 | 10 |
Final exam | 1 | 50 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 50 |
Percentage of final exam contributing grade succes | 0 | 50 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 3 | 42 |
Presentation / Seminar Preparation | 1 | 5 | 5 |
Project | 1 | 15 | 15 |
Homework assignment | 2 | 12 | 24 |
Midterms (Study duration) | 1 | 7 | 7 |
Final Exam (Study duration) | 1 | 15 | 15 |
Total Workload | 34 | 60 | 150 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Students can utilize current techniques, skills, and tools necessary for computer animation and game technologies. | X | ||||
2. Understands the interdisciplinary interactions associated with the field. | X | ||||
3. Students can analyze the local or global impact of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Students can effectively establish connections with a specific user base | X | ||||
5. Students possess understanding and responsibility in professional, ethical, legal, security, and social matters. | X | ||||
6. Students have the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Students have the ability to use, acquire, and develop certain software tools, processes, components, or systems according to specified requirements. | X | ||||
8. Students analyze and define a problem within their field and identify appropriate solution processes required for suitable solutions. | X | ||||
9. Students have the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
10. Students have the ability to apply artistic culture and aesthetic subjects related to their discipline. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest