Course Name | Computer and Society |
Code | Semester | Theory (hour/week) | Application/Lab (hour/week) | Local Credits | ECTS |
---|---|---|---|---|---|
GEMC 203 | Fall/Spring | 3 | 0 | 3 | 6 |
Prerequisites | None | |||||
Course Language | English | |||||
Course Type | Service Course | |||||
Course Level | First Cycle | |||||
Mode of Delivery | - | |||||
Teaching Methods and Techniques of the Course | ||||||
Course Coordinator | - | |||||
Course Lecturer(s) | ||||||
Assistant(s) | - |
Course Objectives | This course explores the social, legal, philosophical, ethical, political, constitutional, and economic implications of computing and the impact of technology on society as well as how society has shaped, used, and responded to new technologies. With a computer scientist's perspective, and with historical context for many issues, it covers the issues students will face both as members of a technological society and as professionals in computer-related fields. A primary goal is to develop computer professionals who understand the implications of what they create and how it fits into society at large. |
Learning Outcomes | The students who succeeded in this course;
|
Course Description | |
Related Sustainable Development Goals |
| Core Courses | |
Major Area Courses | ||
Supportive Courses | ||
Media and Managment Skills Courses | ||
Transferable Skill Courses |
Week | Subjects | Required Materials |
1 | Changes and Developments in Technology | Baase Chapter 1 |
2 | Privacy and New Technology | Baase Chapter 2 |
3 | Freedom of Speech and Regulating Communications Media | Baase Chapter 3 |
4 | Intellectual Property and Copyright Infringement | Baase Chapter 4 |
5 | Free Software. Patents for Inventions in Software | Baase Chapter 4 |
6 | What is Hacking? Stealing Identities. Biometrics. | Baase Chapter 5 |
7 | When Digital Actions Cross Borders. Commercial Law | Baase Chapter 5 |
8 | Midterm | |
9 | Telecommuting. Employee Communication and Monitoring | Baase Chapter 6 |
10 | Neo-Luddite Views of Computers, Technology, and Quality of Life | Baase Chapter 7 |
11 | Intelligent Machines and Superintelligent Humans. End of the Human Race? | Baase Chapter 7 |
12 | Failures and Errors in Computer Systems. Trust the Human or the Computer? | Baase Chapter 8 |
13 | Professional Ethics and Responsibilities | Baase Chapter 9 |
14 | Review of the Semester | |
15 | Review of the Semester | |
16 | Review of the Semester |
Course Notes/Textbooks |
| |
Suggested Readings/Materials | Lecture Powerpoints and Testbank available at the publisher’s website will be provided. |
Semester Activities | Number | Weigthing |
Participation | ||
Laboratory / Application | ||
Field Work | ||
Quizzes / Studio Critiques | ||
Portfolio | ||
Homework / Assignments | 2 | 40 |
Presentation / Jury | ||
Project | ||
Seminar / Workshop | ||
Oral Exam | ||
Midterm | 1 | 20 |
Final Exam | 1 | 40 |
Total |
Weighting of Semester Activities on the Final Grade | 6 | 60 |
Weighting of End-of-Semester Activities on the Final Grade | 1 | 40 |
Total |
Semester Activities | Number | Duration (Hours) | Workload |
---|---|---|---|
Course Hours (Including exam week: 16 x total hours) | 16 | 3 | 48 |
Laboratory / Application Hours (Including exam week: 16 x total hours) | 16 | ||
Study Hours Out of Class | 14 | 6 | 84 |
Field Work | |||
Quizzes / Studio Critiques | |||
Portfolio | |||
Homework / Assignments | 2 | 4 | |
Presentation / Jury | |||
Project | |||
Seminar / Workshop | |||
Oral Exam | |||
Midterms | 1 | 12 | |
Final Exams | 1 | 13 | |
Total | 165 |
# | 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. | |||||
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. | |||||
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. | |||||
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