BCA682 - MAX/MSP I
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
MAX/MSP I | BCA682 | Any Semester/Year | 3 | 0 | 3 | 7.5 |
Prequisites | none | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Problem Solving | |||||
Instructor (s) | Doç. Dr. Mehmet Can Özer | |||||
Course objective | In this course, students will learn programming of audio and visual signal processing in a highly specialized language Max/MSP. | |||||
Learning outcomes |
| |||||
Course Content | Introduction to programming, object oriented approach, data handling, data processing and storage. Designing interface. OSC and MIDI protocols. | |||||
References | - Winkler, T. (1998) Composing Interactive Music, London: MIT Press - Cipriani, A., Giri, M. (2010) Electronic Music and Sound Design, ISBN 978-88-905484-0-6 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | General Informing , basic principles, presentation of the program |
Week 2 | Saluting world with Max, introduction to Max/MSP |
Week 3 | Programming approaches |
Week 4 | Data structure, storage and usage |
Week 5 | Debugging |
Week 6 | Interface Design |
Week 7 | MIDI and OSC |
Week 8 | Mid-term exam |
Week 9 | Introduction to MSP |
Week 10 | Sound synthesis techniques -1 (AM, Ring Modulation) |
Week 11 | Sound synthesis techniques -2 (FM, Additive, Subtractive) |
Week 12 | Delay and usage |
Week 13 | Reverberation, Chorus, Flanger, Phaser |
Week 14 | Buffer operations |
Week 15 | |
Week 16 | Final |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 1 | 20 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 2 | 30 |
Presentation | 0 | 0 |
Project | 2 | 30 |
Seminar | 0 | 0 |
Midterms | 1 | 20 |
Final exam | 0 | 0 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 60 | 60 |
Percentage of final exam contributing grade succes | 40 | 40 |
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 | 5 | 70 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 2 | 15 | 30 |
Homework assignment | 2 | 10 | 20 |
Midterms (Study duration) | 1 | 10 | 10 |
Final Exam (Study duration) | 1 | 15 | 15 |
Total Workload | 34 | 58 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest