R2019 CSD Final 30424 Edit

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RAJALAKSHMI ENGINEERING COLLEGE

CURRICULUM AND SYLLABUS

B. E. COMPUTER SCIENCE AND DESIGN


REGULATION 2019

Vision

To promote highly Ethical and Innovative Computer Professionals through excellence in teaching, training and research.

Mission

• To produce globally competent professionals, motivated to learn the emerging technologies and to be innovative in solving
real world problems.

• To promote research activities amongst the students and the members of faculty that could benefit the society.

• To impart moral and ethical values in their profession.

PROGRAMME EDUCATIONAL OBJECTIVES (PEOs)

PEO 1: To equip students with essential background in computer science, basic electronics and applied mathematics.

PEO 2: To prepare students with fundamental knowledge in programming languages, and tools and enable them to develop
applications.

PEO 3: To develop professionally ethical individuals enhanced with analytical skills, communication skills and organizing ability
to meet industry requirements.
PO12: Life-long learning: Recognize the need for, and have the preparation and ability to engage in independent and life-long
learning in the broadest context of technological change.

PROGRAM SPECIFIC OUTCOMES (PSOs)

A graduate of the Computer Science and Design Program will have an

PSO 1: Ability to understand, analyze and develop efficient software solutions using suitable algorithms, data structures, and
other computing techniques.

PSO 2: Ability to independently investigate a problem which can be solved by a Human Computer Interaction (HCI) design
process and then design an end-to-end solution to it (i.e., from user need identification to UI design to technical coding and
evaluation). Ability to effectively use suitable tools and platforms, as well as enhance them, to develop applications/products
using for new media design in areas like animation, gaming, virtual reality, etc.

PSO 3: Ability to apply knowledge in various domains to identify research gaps and to provide solution to new ideas, inculcate
passion towards higher studies, creating innovative career paths to be an entrepreneur and evolve as an ethically social
responsible computer science and design professional.
PROGRAMME OUTCOMES (POs)

PO1: Engineering knowledge: Apply the knowledge of Mathematics, Science, Engineering fundamentals, and an engineering
specialization to the solution of complex engineering problems.

PO2: Problem analysis: Identify, formulate, review research literature, and analyze complex engineering problems reaching
substantiated conclusions using first principles of mathematics, natural sciences, and engineering sciences.

PO3: Design/development of solutions: Design solutions for complex engineering problems and design system components
or processes that meet the specified needs with appropriate consideration for the public health and safety, and the cultural,
societal, and environmental considerations.

PO 4: Conduct investigations of complex problems: Use research-based knowledge and research methods including design of
experiments, analysis and interpretation of data, and synthesis of the information to provide valid conclusions.

PO 5: Modern tool usage: Create, select, and apply appropriate techniques, resources, and modern engineering and IT tools
including prediction and modeling to complex engineering activities with an understanding of the limitations.

PO 6: The engineer and society: Apply reasoning informed by the contextual knowledge to assess societal, health, safety,
legal and cultural issues and the consequent responsibilities relevant to the professional engineering practice.

PO 7: Environment and sustainability: Understand the impact of the professional engineering solutions in societal and
environmental contexts, and demonstrate the knowledge of, and need for sustainable development.

PO 8: Ethics: Apply ethical principles and commit to professional ethics and responsibilities and norms of the engineering
practice.

PO 9: Individual and team work: Function effectively as an individual, and as a member or leader in diverse teams, and in
multidisciplinary settings.

PO 10: Communication: Communicate effectively on complex engineering activities with the engineering community and with
society at large, such as, being able to comprehend and write effective reports and design documentation, make effective
presentations, and give and receive clear instructions.

PO11: Project management and finance: Demonstrate knowledge and understanding of the engineering and management
principles and apply these to one’s own work, as a member and leader in a team, to manage projects and in multidisciplinary
environments.
CURRICULUM

B. E. COMPUTER SCIENCE AND DESIGN


Regulation 2019 | Total Credits: 165

SEMESTER I
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. HS19151 Technical English HS 3 2 1 0 3
2. MA19156 Linear Algebra and Calculus BS 4 3 1 0 4
LAB ORIENTED THEORY COURSES
3. CD19141 Design Drawing and Visualization BS 5 3 2 0 4
4. GE19141 Programming using C ES 6 2 0 4 4
5. GE19122 Engineering Practices-Electrical and Electronics ES 2 0 0 2 1
6. PH19241 Physics for Information Science BS 5 3 0 2 4
NON CREDIT COURSES
7. MC19102 Indian Constitution and Freedom Movement MC 3 3 0 0 0
TOTAL 28 16 4 8 20
SEMESTER II
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. MA19255 Transforms and Partial Differential Equations BS 4 3 1 0 4
2. CD19201 Visual Design and Communication ES 4 2 0 2 3
LAB ORIENTED THEORY COURSES
3. EE19242 Basic Electrical and Electronics Engineering ES 5 3 0 2 4
4. EC19243 Principles of Digital Electronics ES 5 3 0 2 4
5. CS19241 Data Structures PC 7 3 0 4 5
LABORATORY COURSES
6. GE19121 Engineering Practices-Civil & Mechanical ES 2 0 0 2 1
NON CREDIT COURSES
7. MC19101 Environmental Science and Engineering MC 3 3 0 0 0
TOTAL 30 17 1 12 21

SEMESTER III
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. MA19154 Discrete Mathematics BS 4 3 1 0 4
2. GE19301 Life Science for Engineers BS 3 3 0 0 3
3. CD19301 Computer Design HS 3 2 1 0 3
LAB ORIENTED THEORY COURSES
4. CB19343 Software Engineering PC 5 3 0 2 4

5. CD19342 Design Processes & Perspectives PC 5 3 0 2 4


6. CS19342 Object Oriented Programming Paradigm PC 5 3 0 4 5
NON CREDIT COURSES
7. MC19301 Essence of Indian Traditional Knowledge MC 3 3 0 0 0
TOTAL 28 20 2 8 23

SEMESTER IV
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. MA19453 Probability and Statistics BS 4 3 1 0 4
2. CD19401 Strategic Design Management HS 3 3 0 0 3
LAB ORIENTED THEORY COURSES
3. CS19441 Operating Systems PC 7 3 0 4 5
4. CS19341 Design and Analysis of Algorithms PC 5 3 0 2 4
5. CS19P06 Human Computer Interaction PC 4 2 0 2 3
LABORATORY COURSE
6. CD19411 Python Programming for Design PC 4 0 0 4 2
EMPLOYABILITY ENHANCEMENT COURSES
7. GE19421 Soft Skills – I EEC 2 0 0 2 1
TOTAL 29 14 1 14 22
SEMESTER V
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. CS19501 Theory of Computation PC 3 3 0 0 3
2. Professional Elective-I PE 4 2 0 2 3
3. Open Elective – I OE 3 3 0 0 3
LAB ORIENTED THEORY COURSES
4. CS19541 Computer Networks PC 7 3 0 4 5
5. CS19443 Database Management Systems PC 7 3 0 4 5
6. CD19541 Animation & Graphics PC 5 3 0 2 4
EMPLOYABILITY ENHANCEMENT COURSES
7. GE19521 Soft Skills – II EEC 2 0 0 2 1
TOTAL 31 17 0 14 24

SEMESTER VI
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. CD19601 Fundamentals of Artificial Intelligence PC 3 3 0 0 3
2. Professional Elective-II PE 4 2 0 2 3
LAB ORIENTED THEORY COURSES
3. CD19641 Game Design and Development PC 5 3 0 2 4
4. CD19642 Data Visualization PC 5 3 0 2 4
5. CD19643 Web Essentials PC 5 3 0 2 4
LABORATORY COURSES
Mobile Application Design and Development
6. CD19606 PC 2 0 0 2 1
Laboratory
EMPLOYABILITY ENHANCEMENT COURSES
7. CD19651 Mini Project EEC 4 0 0 4 2
8. GE19621 Problem Solving Techniques EEC 2 0 0 2 1
TOTAL 30 14 0 16 22
SEMESTER VII
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. Professional Elective-III PE 4 2 0 2 3
2. Professional Elective-IV PE 4 2 0 2 3
3. Professional Elective-V PE 4 2 0 2 3
4. CD19701 Fundamentals of Video for Engineers PC 3 3 0 0 3
5. CD19721 Introduction to 3D Animation PC 1 1 0 0 1
LAB ORIENTED THEORY COURSES
6. CD19741 3D Printing and Design PC 7 3 0 4 5
LABORATORY COURSES
7. CD19711 Project-I EEC 6 0 0 6 3
TOTAL 29 13 0 16 21

SEMESTER VIII
SI. COURSE Contact
COURSE TITLE Category L T P C
NO. CODE Periods
THEORY COURSES
1. Professional Elective-VI PE 4 2 0 2 3
2. Open Elective-II OE 3 3 0 0 3
LABORATORY COURSES
3. CD19811 Project-II EEC 12 0 0 12 6
TOTAL 19 5 0 14 12
TOTAL NO. OF CREDITS: 165

PROFESSIONAL ELECTIVES (PE)

SI. COURSE Contact


COURSE TITLE Category L T P C
NO. CODE Periods
1. CD19P01 Aesthetics and Art PE 4 3 0 0 3
2. CD19P02 Foundations of Digital story telling PE 6 3 0 0 3
3. CD19P03 Fundamentals of Image Processing PE 4 2 0 2 3
4. AI19P75 Information Retrieval PE 4 2 0 2 3
5. AI19P61 GPU Programming PE 4 2 0 2 3
6. CS19P09 C# and .Net Programming PE 4 2 0 2 3
7. AI19P62 Data Analysis and Data Mining PE 4 2 0 2 3
8. CS19P20 Social, Text and Media Analytics
PE 4 2 0 2 3
9. CS19P19 Cognitive Science PE 4 2 0 2 3
10. CD19P04 Computer Vision and Image Analysis PE 4 2 0 2 3
11. CD19P05 UI and UX PE 6 2 0 2 3
12. AI19P82 Business Intelligence and Analytics PE 4 2 0 2 3
13. CS19741 Cloud Computing PE 4 2 0 2 3
14. CS19643 Foundations of Machine Learning PE 4 2 0 2 3
15. CS19P05 Quantum Computing PE 3 2 1 0 3
16. CD19P07 Introduction to Motion Graphics PE 4 2 0 2 3

17. CD19P08 Design Thinking for Innovation PE 3 1 0 4 3


18. CD19P09 Immersive Technology-AR and VR PE 4 2 0 2 3
19. CD19P10 Foundations of Data Science PE 4 2 0 2 3
20. CD19P11 Digital Media Entrepreneurship PE 3 3 0 0 3
21. CD19P12 Visual Effects PE 6 0 0 6 3
22. AI19P52 AI for Game Programming PE 4 2 0 2 3
23. AI19P76 Supply Chain Analytics PE 4 2 0 2 3
24. CD19P13 Film Making and Radio Podcasting PE 4 2 0 2 3
25. CD19P14 Wearable Applications PE 4 2 0 2 3
26. AI19P53 Mobile Technology PE 3 3 0 0 3
27. CD19P06 Spatial Computing PE 4 2 0 2 3

SUMMARY OF ALL COURSES

B. E. COMPUTER SCIENCE AND DESIGN


Course Credits per Semester
S.NO Category I II III IV V VI VII VIII Total Credits
1 HS 3 3 3 9
2 BS 12 4 7 4 27
3 ES 5 12 17
4 PC 5 13 14 17 16 9 74
5 PE 0 3 3 9 3 18
6 OE 3 3 6
7 EEC 1 1 3 3 6 14
8 MC 0 0 0 0
Total 20 21 23 22 24 22 21 12 165
CD19701 Fundamentals Of Video Editing for Engineers PC 1 0 4 3

Objectives:

To develop learners’ skills in, and understanding of, moving image post-production

processes. To explore the professional practice of editing, and developing their own
technical and creative skills.
 To develop an understanding of how their work can affect the final outcome of a
production.
This subject would cover the techniques and methodology of Video Editing, it would focus

on the techniques used for video and sound reinforcement, to fulfil the present day
designing needs

UNIT-I HISTORY OF VIDEO EDITING 3

Video editing pipeline, Workspace of Software, Metadata, Playback menus, Sequences design, Team Projects
Pipeline, Bit and color theory .Introduction to Adobe Premiere Working with Timeline Adding Transitions
Adding Sound Clips Introduction to Editing (Adobe premiere).
UNIT-II ANALYZE THE PURPOSE OF TAKING A SHOT 3

To take a shot( Analyze the purpose of taking a shot), Shot to shot transition, keying ,Basic techniques of
building a scene, Pace & Time, Rough cut. Frame rate frame dimension, Windows Shortcut keys ,Camera
Trimming, Title toll Working with effects ,Freeze frame.
UNIT-III PRODUCE AN ANIMATIC 3

The art of voiceover, how to lend voice to a short film, Multi cam editing, Dub matching and track lying.
Color correction for a final project or a movie. Trim to fill, fit to fill ,Nesting effects, Load filer, fade ,
effects, Capturing.

UNIT-IV PRINCIPLES OF VIDEO EDITING 3

Stages of editing, selection of shots, assembly and fine cut, principles of continuity editing. creating transitions, basic
transitions, cut, dissolve, types of editing fade in, and fade out, intercut, cross cut, jump cut, Color boors, create tone
media, Multi camera Presets
UNIT-V TITLES AND EFFECTS 3

WORKING WITH SOUND Non liner editing Techniques, Capturing Importing footage Organizing footage, in bins
Developing sequences and exporting Video Capture and Import. Green & blue mat effects. Color corrections.

Total Contact Hours : 15


Lab Experiments

LIST OF EXPERIMENTS:

1. COLOR GRADING & COLOR CORRECTION


2. AUDIO EDITING & SOUND MIXING
3. MOTION GRAPHICS & MAKE A STOP-MOTION ANIMATED SCENE
4. VISUAL EFFECTS.
5. GREEN & BLUE MATE EFFECTS
6. TITLE & TEXT ANIMATION
7. VIDEO ANIMATION & EFFECTS
8. ADD FILM EDITING
9. SHORT FILM MAKING
10. MAKE A VIDEO EDITING (PORTFOLIO).

Contact Hours:60
Total Contact Hours : 75

Course Outcomes:

On completion of the course, the students will be able to



CO1. Describe the Historical development of editing.
 CO2. Explain stages of editing, selection of shots, assembly & fine cut, principles of continuity
editing.
CO3. Create basic transitions like cut, dissolve, fade in, fade out, and intercut, cross cut, jump cut.

CO4. Do the titles and credits using linear, on linear, offline, online editing through final cut pro
andavid.

CO5. Do the sound editing using nonlinear editing techniques, capturing & importing footage

CO1. Describe the Historical development of editing.

Text Books(s):

1 T1. Video Production VasukiBelavadi Oxford press 2023 1st edition


2 T2. Adobe Premiere Pro CC Classroom in a Book Maxim jago Adobe 2022 16th edition

Reference Book(s) / Web link(s):

1 Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema - David
Sonnenschein. 2018.
2 Sound Systems: Design and Optimization: Modern Techniques and Tools for Sound System 2019

CO - PO – PSO matrices of course

CO vs PO PO PO PO PO PO PO PO PO PO PS PS PS
PO/PSO 1 2 3 4 5 6 7 8 9 10 O1 O2 O3
CO1 3 3 3 2 2 1 3 2 1 2 3 1 1

CO2 3 3 2 1 3 3 3 2 2 1 3 1 1

CO3 3 3 3 3 3 3 3 3 3 3 3 1 1

CO4 3 3 1 2 2 2 3 3 2 2 3 1 1

CO5 3 3 1 2 2 2 3 3 2 1 3 1 1

Target 1 2.2 2 1.8 2.4 1.6 2.4 2.6 2.4 1.6 1.8 1 2

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Code Subject Name L T P C

CD19721 INTRODUCTION TO 3D ANIMATION 1 0 0 1


PC

Objectives:

 This course aims to give sufficient knowledge for students to evaluate principals ofanimation along with
history of animation with animation methods.
This subject provides students technical skills needed and support character animations effectively for all 3D

Animation classes.
 The main objective of this subject is to impart the knowledge of the techniques used for compositing in films.
 To understand poses and camera angles
 To understand weight shift and work on center of gravity of body mechanics

UNIT-I HISTORY OF ANIMATION 3

Introduction to the history of Animation. Technical conceptual and Aesthetic landmarks from the early 1900’sto the
present. History of Disney Animation Studio Pixar Animation studio . Three dimensional computer, Generated animation.
UNIT-II INTRODUCTION TO 2D& 3D ANIMATION 3

Introduction to fundamentals of Animation. Traditional Animation. Computer Animation. Types of computer Animation
Challenges and the future of computer animation2D Animation Pipe Line, 3D Animation Pipe Line, 2D Animation
techniques, sensitivity to timing.
UNIT-III INTRODUCTION TO CHARACTER ANIMATION 3
(MAYA)
Explaining gestures, Role of expression, emotion in acting and, animation. Introductory exercises: creativity
ideas, inspiration for stories, acting methods

UNIT-IV GETTING INTO CHARACTER 3

Acting exercises that illustrate personality and character. Situations & character-driven scenarios. Focus on Shape,
Postures, Gestures & key poses. Accents, dialects, mouth movements & facial expressions: characterization& performance
choices dialogue in Animation.

UNIT-V ACTING FOR ANIMATION 3

Understanding Classical Animation, Doing Cell Animation, Understanding the Light Board Designing the Layout,
Preparing the Rough Sketch for Animation, Drawing Key Poses for Animation, Shade and Color Filling. Doing Animation
Human Walk, Doing Animation Animal Walk.

Total Contact Hours : 15


Lab Experiments

LIST OF EXPERIMENTS:

1. Bouncing ball
2. Pendulum Exercise
3. Tail animation
4. Body Mechanics and poses introduction
5. Human/biped walk cycle
6. Human/biped run cycle
7. Character flip animation
8. Bird animation
9. Quadruped walk cycle
10. DEMO REEL

Contact Hours:30
Total Contact Hours : 45

Course Outcomes:

On completion of the course, the students will be able to

 Identify the history of Animation


 Compare the Traditional and Computer generated Animation
 Compare in which way the 2D,3D Animation pipe line works
 Describes the History of Disney &Pixar Animation studios
 Creates advance flip card animation, building models, lighting

Text Books(s):

1 Parent Rick and Kauffman Morgan, (2020). Computer Animation Algorithm and Techniques.
2 Roberts Steve (2023). Character Animation 3D. Focal Press.

Reference Book(s) / Web link(s):

1 The Animator’s Survival Kit / Richard Williams .2001

2 Cartoon Animation /by Preston Blair 2020

3 The Illusion of Life / Frank Thomas and Ollie Johnston

Timing for Animation –First published 1981 by


4
Harold Whitaker and John Halas Updated by Tom Sito

5 Timing for Animation by John Halas, Harold Whitaker


CO - PO – PSO matrices of course

CO vs PO PO PO PO PO PO PO PO PO PO PS PS PS
PO/PSO 1 2 3 4 5 6 7 8 9 10 O1 O2 O3
CO1 3 3 3 2 2 1 3 2 1 2 3 1 1

CO2 3 3 2 1 3 3 3 2 2 1 3 1 1

CO3 3 3 3 3 3 3 3 3 3 3 3 1 1

CO4 3 3 1 2 2 2 3 3 2 2 3 1 1

CO5 3 3 1 2 2 2 3 3 2 1 3 1 1

Target 1 2.2 2 1.8 2.4 1.6 2.4 2.6 2.4 1.6 1.8 1 2

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Name(LabOrientedTheoryCourse) Category L T P C
Subject Code
CD19P01 AESTHETICS AND ART PE 3 0 0 3

Objectives: This course will enable students


● To encounter and learn the major philosophical theories of art and aesthetics offeredduring specific historical
periods.
● To study the classical, modern, and contemporary philosophicalresponses to questions and problems of
aesthetics.
● To understand the ways in which art affects life on a personal, cultural, social,and global level.
● To learn several theories of what art is, including realism, expressionism, cognitivism, formalism, and
postmodernism.
● To think reflectively and critically about artworks, developing philosophical virtues and employing skills that are
crucial.

UNIT-I Aesthetics 9

Definition of Aesthetics, Aesthetics: The Etymology and Evolution Aesthetics s Philosophy of Beauty and Art, The
Contemporary Approach, Philosophical Approaches to Aesthetics.

UNIT-II Art 9

What is Art, The Relation of Art and Beauty, Meaning of Form and content in Different Arts, Visual Arts,
Architecture, Sculpture, Painting, and Performing an Art.

UNIT-III Comparison of Arts 9

Fine Arts and Crafts(Similarities, Distinctions), Pure and Applied Arts, Comparisons of Fine Arts, Visual Arts
(Architecture, Sculpture), Painting and Photography, Drama and Cinema.

UNIT-IV Art and Science 9

Applied Sciences and Applied Arts, Philosophy as theoretical Knowledge and its Relation to Fine Arts.

UNIT-V Indian Aesthetics and Rasa 9

Aesthetics as “SaundriyaShastra”, Beauty and Art in Vedic and in other Literary Works, Understanding about Theory
of Rasa, Natyashastra.

Total Contact Hours: 45


Course Outcomes:
On completion of the course students will be able to
Learn different digital designing on a basic level to aid in easy illustration.

Understand image editing.


Develop competency in computer graphics to create their own art work and patterns.

Understand the relevance of design in relation to art and architecture.


Develop designs based on inspirations from art and architecture.


Text Book(s):

1. Aesthetics: A Comprehensive Anthology. Eds. Steven M. Cahn & Aaron Meskin. Malden (MA): Blackwell
Publishing, 2023. ISBN 9781405154352
2. Barrett, Terry.Why Is That Art?: Aesthetics and Criticism of Contemporary Art.Oxford:Oxford University
Press, 2012, 2018. ISBN 978-0-19-975880-7

Reference Books(s):

1 Palmer, Jerry, and Mo Dodson. Design and aesthetics: a reader. Psychology Press, 1996.

2 Folkmann,MadsNygaard. The aesthetics of imagination in design. MIT Press, 2013.

3 Moffat, James Clement. An introduction to the study of aesthetics. Moore, Wilstach, Keys & co., 1856.

4 Heskett, John. Design: A very short introduction. Vol. 136. Oxford University Press, 2005.

5 Lidwell, William, Kritina Holden, and Jill Butler. Universal principles of design, Rockport Pub, 2010.

6 Puhalla, Dennis. Design Elements, Form & Space: A Graphic Style Manual for Understanding Structure and Design.
Rockport Pub, 2011.
PO/PSO
PO1 PO PO3 PO4 P P P P PO9 PO PO PO PS PS PSO
3
CO 2 O O O O 10 11 12 O O

5 6 7 8 1 2

CD19P01.1 0 1 2 2 2 3 1 1 1 2 1 3 0 0 3

CD19P01.2 0 1 2 2 2 3 1 1 1 2 1 3 0 0 3

CD19P01.3 0 1 2 2 2 3 1 3 1 2 1 3 0 0 3

CD19P01.4 0 1 2 2 2 3 1 1 1 2 1 3 0 0 3

CD19P01.5 0 1 2 2 3 3 1 1 1 2 1 3 0 0 3

Average 0 1 2 2 2.2 3 1 1.4 1 2 1 3 0 0 3


Subject Code Subject Name (Lab Oriented Theory Course) Category L T P C

CS19P9 C# AND .NET PROGRAMMING PE 2 0 2 3

Objectives:
⚫ To learn basic programming in C# and the object oriented programming concepts.
⚫ To study the advance programming concepts in C#.
⚫ To understand the working of base class libraries, their operations and manipulation of data using XML.
⚫ To update and enhance skills in writing Windows application, WPF, WCF and WWF with C# and .NET.
⚫ To implement mobile applications using .Net compact framework.

UNIT-I C# LANGUAGE BASICS 6

.Net Architecture – Core C#– Objects and Types- – Inheritance- Generics – Arrays and Tuples – Operators and Casts.

UNIT-II C# ADVANCED FEATURES 6

Delegates – Lambdas – Events– Strings and Regular Expressions – Collections –Asynchronous Programming- Memory
Management and Pointers – Errors and Exceptions – Reflection.

UNIT-III BASE CLASS LIBRARIES AND DATA MANIPULATION 6

Diagnostics -Tasks, Threads and Synchronization – Manipulating XML–ADO.NET- Peer-to-Peer Networking –Core
Windows Presentation Foundation (WPF).

UNIT-IV WINDOW BASED APPLICATIONS, WCF AND WWF 6

Core ASP.NET- ASP.NET Web forms -Windows Communication Foundation (WCF)– Introduction to Web Services –
.Net Remoting -Windows Service – Windows Workflow Foundation (WWF)

UNIT-V .NET FRAMEWORK AND COMPACT FRAMEWORK 6

Assemblies – Custom Hosting with CLR Objects – Core XAML – .Net Compact Framework – Compact Edition Data
Stores – Errors, Testing and Debugging – Optimizing performance .

Contact Hours : 30

List of Experiments
Write a console application that obtains four int values from the user and displays the product.
1 Hint: you may recall that the Convert.ToDouble() command was used to convert the input from the console to a
double; the equivalent command to convert from a string to an int is Convert.ToInt32().

Write an application that receives the following information from a set of students:

2 Student Id:

Student Name:
Course Name:

Date of Birth:

The application should also display the information of all the students once the data is

Entered. Implement this using an Array of Structures.

Write a program to declare a class “staff” having data members as name and post. Accept this data 5 for 5 staffs
3
and display names of staff who are HOD.

Write a program to implement multilevel inheritance from following figure. Accept and display data for one
student.

Write a program to create a delegate called TrafficDel and a class called TrafficSignal

with the following delegate methods.

Public static void Yellow(){

Console.WriteLine(“Yellow Light Signal To Get Ready”);

Public static void Green(){

5 Console.WriteLine(“Green Light Signal To Go”);

Public static void Red(){

Console.WriteLine(“Red Light Signal To Stop”);

Also include a method IdentifySignal() to initialize an array of delegate with the above

methods and a method show() to invoke members of the above array.

6 Write a program to accept a number from the user and throw an exception if the number is not an even number.

Create an application that allows the user to enter a number in the textbox named “getnum”. Check whether the
7 number in the textbox “getnum” is palindrome or not. Print the message accordingly in the label control named
lbldisplay when the user clicks on the button “check”.
Create a project that calculates the total of fat, carbohydrate and protein. Allow the user to enter into text boxes.
The grams of fat, grams of carbohydrate and grams of protein. Each gram of fat is 9 calories and protein or
8 carbohydrate is 4 calories. Display the total calories of the current food item in a label. Use to other labels to
display and accumulated some of calories and the count of items entered. The form food have 3 text boxes for the
user to enter the grams for each category include label next to each text box indicating what the user is enter.

Database programs with ASP.NET and ADO.NET.


9 Create a Web App to display all the Empname and Deptid of the employee from the database using SQL source
control and bind it to GridView . Database fields are(DeptId, DeptName, EmpName, Salary).

Programs using ASP.NET Server controls.

10 Create the application that accepts name, password, age, email id, and user id. All the information entry is
compulsory. Password should be reconfirmed. Age should be within 21 to 30. Email id should be valid. User id
should have at least a capital letter and digit as well as length should be between 7 and 20 characters.

11 For the web page created for the display OF Employee data change the authentication mode to Windows.

Contact Hours : 30

Total Contact Hours : 60

Course Outcomes:

On completion of the course, the students will be able to


⚫ Write various applications using C# Language.
⚫ Write various applications using advanced C# concepts.
⚫ Create window services, libraries and manipulating data using XML.
⚫ Develop distributed applications using .NET Framework.
⚫ Create mobile applications using .NET compact Framework.

Text Books(s):

Christian Nagel, Bill Evjen, Jay Glynn, Karli Watson, Morgan Skinner,“Professional C# 2022 and .NET 4”, Wiley,
1
2012.

2 Andy Wigley, Daniel Moth, Peter Foot, “Mobile Development Handbook”, Microsoft Press, 2017.

Reference Books:

1 Ian Gariffiths, Mathew Adams, Jesse Liberty, “Programming C# 4.0‖:,OReilly, Fourth Edition, 2020.

2 D Andrew Troelsen, “Pro C# 5.0 and the .NET 4.5 Framework”, Apress publication, 2022.
CO - PO – PSO matrices of course

PO/PSO
PO PO PO PSO PSO PSO
CO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9
10 11 12 1 2 3

CS19P09.1 2 2 1 1 1 - - - 1 - - 1 2 1 -

CS19P09.2 2 2 1 2 1 - - - 1 - 2 2 2 2 -

CS19P09.3 2 2 2 1 1 - - - 1 - - 1 2 1 -

CS19P09.4 2 2 2 2 2 - - - 2 - 2 2 2 2 2

CS19P09.5 3 2 2 2 3 - - - 3 - 2 2 2 2 2

Average 2.2 2.0 1.6 1.6 1.6 - - - 1.6 - 2.0 1.6 2.0 1.6 2.0

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Subject Name Catego LT P C
Code ry
CD19P03 FUNDAMENTALS OF IMAGE PROCESSING 2 0 2 3

Objectives:
To understand the basics of Digital Image Processing.

To get exposed to simple image enhancement techniques in spatial and frequency domain.

● To learn the concepts of degradation functions and restoration techniques.

● To implement various Image segmentation techniques

● Utilize the image processing techniques for real-time programming applications.

UNIT-I INTRODUCTION TO DESIGN DRAWING 6


Introduction to Digital Image Processing, Fundamental steps in Digital Image Processing, Components of an Image
Processing System, Representation of Digital Images, Image Sampling and Quantization, Basic relationship between
pixels, Introduction to Mathematical tools used in Digital Image Processing, Arithmetic operations, Spatial
operations, Image transforms, Probabilistic methods.
UNIT-II IMAGE FILTERING 6
Basics of Intensity Transformations and Spatial Filtering, Some basic Intensity Transformation functions, Histogram
Processing: Histogram Equalization, Histogram Matching, Local Histogram Processing, Fundamentals of Spatial
Filtering, Spatial Correlation and convolution, Smoothing Spatial Filters: Smoothing Linear Filters, Smoothing
Spatial Filters: Order Statistics (Nonlinear) Filters, Sharpening Spatial Filters: Foundation, The Laplacian Operator,
Unsharp Masking and Highboost Filtering, Using First-order Derivatives for Image Sharpening – The Gradient,
Basics of Filtering in
UNIT- OBJECT DRAWING and HUMAN FORM DRAWING
III 6

Image smoothing using frequency domain filters, Ideal lowpass filters, butterworth low pass filters, Gaussian
lowpass filters, Image sharpening using frequency domain filters, Ideal highpass filters, butter worth high pass filters,
Gaussian high pass filters, Image Restoration: Introduction Image Degradation/Restoration Process, Noise models,
Mean Filters, Order Statistics Filters
UNIT- IMAGE COMPRESSION
IV 6

Image Compression models: Fundamentals, Coding Redundancy, Coding Redundancy, Basic compression Methods,
Huffman coding, Arithmetic Coding, LZW coding, Bit-plane coding, Run-length coding
UNIT-V IMAGE SEGMENTATION 6
Image Segmentation: Fundamentals, Point Detection, Line and Edge Detection, Basic Edge Detection, Advanced
Techniques for Image Segmentation: Marr hieldreth, Advanced Techniques for Image Segmentation: Canny Edge
Detection, Advanced Techniques for Image Segmentation: Canny Edge Detection, Thresholding, Adaptive
Thresholding, Region-Based Segmentation: Region Growing, Region Splitting.
Total Contact Hours : 30
Course Outcomes:
On completion of the course students will be able to
Acquire knowledge about the procedure of digital image data acquisition, processing, analysis, and their
● applications
Identify appropriate image processing techniques for real time applications.

Operate on images using the techniques of enhancement, smoothing and sharpening filters.

Implement image compression techniques.


To segment the objects in an image using segmentation techniques.


Text Book(s):
1 Rafael C. Gonzales, Richard E. Woods, “Digital Image Processing”, Third Edition, Pearson Education, 2021.
.

2 Rafael C. Gonzalez, Richard E. Woods, Steven L. Eddins, “Digital Image Processing using MATLAB”, Third
. Edition Tata McGraw Hill Pvt.Ltd., 2011

3 Anil Jain K. “undamentals of Digital Image Processing”, PHI Learning Pvt. Ltd., 2021.
.

Reference Books(s):

1 Willliam K Pratt, “Digital Image Processing”, John Willey, 2002.

2 Jayaraman S, Esaki Rajan S, T.Veera Kumar, “Digital Image Processing”, Tata McGraw Hill Pvt. Ltd., Second
Reprint, 2010.
S.Sridhar, “Digital Image Processing”, Oxford University Press, 2011.
3

Experiments:

1.Practice of important image processing commands – imread(), imwrite(), imshow(), plot() etc.

2.MATLAB Program to perform Arithmetic and logical operations

3.MATLAB Program to implement sets operations, local averaging using neighborhood processing

4.MATLAB Program to implement Convolution operation

5.MATLAB Program to implement Histogram Equalization

6.MATLAB Program to implement Mean Filter

7.MATLAB Program to implement Order Statistic Filters

8.MATLAB program to remove various types of noise in an image


9.MATLAB Program to implement Sobel operator.

CO-PO– PSOmatricesof course

PO/PSO
PO1 PO PO3 PO4 PO PO PO PO PO9 PO PO PO1 PS PS PSO
3
CO 2 5 6 7 8 10 11 2 O O

1 2

CD19P03.1 3 3 1 2 0 2 0 0 1 0 0 3 2 2 2

CD19P03.2 3 3 2 1 0 0 0 0 1 0 0 3 2 2 2

CD19P03.3 3 3 2 2 2 0 0 2 0 0 0 3 1 1 2
CD19P03.4 0 1 2 2 2 0 0 0 2 0 0 3 1 1 2

CD19P03.5 0 2 2 2 2 0 0 0 2 1 0 3 1 1 2

Average 3 2.4 1.8 1.8 2 2 0 2 1.5 1 0 3 1.4 1.4 2

Correlation levels1,2 or3areasdefinedbelow:


1:Slight (Low) 2: Moderate (Medium)3: Substantial
(High)Nocorrelation:“-”
SubjectCode SubjectName(LabOrientedTheoryCourse) Category L T P C
AI19P75 INFORMATION RETRIEVAL PE 2 0 2 3

Objectives:
• Learn the information retrieval models.
• Learn the process of retrieval
• Learn the mathematics behind the ranking of the resultant pages
• Understand the application probability in retrieval
• Be familiar with Web Search Engine.

UNIT-I Introduction to Information retrieval 6


Information retrieval process-Indexing-Information retrieval model-Boolean retrieval model Tokenization-Stop
words- Stemming- Inverted index-Skippointers- Phrase queries(Chapter1,2)
UNIT-II Tolerant Retrieval and Term Weighting and Vector Space Model 6
Dictionaries and tolerant retrieval- Wildcard queries- Permu term index- Bigram index- Spelling correction-Edit
distance- Jaccard coefficient- Soundex Parametric and zone indexes Term frequency and weighting The vector space
Model for scoring Variant tf-idf functions(chapter3,4,6)
UNIT-III Efficient scoring and ranking 6
Information retrieval system evaluation-Standard test collections-Evaluation of unranked retrieval sets-Evaluation of
ranked retrieval results- Assessing relevance- A broader perspective:System quality and user utility- Relevance
Feedback and pseudo relevance feedback -Query reformulation (Chapter8,9)
UNIT-IV XMLretrievalusingProbability RankingPrinciple 6
XML retrieval- Challenges in XML retrieval- A vector space model for XML retrieval- Evaluation of XML retrieval
- Text-centric vs. data-centric XML retrieval- The 1/0 loss case - The PRP with retrieval costs- The Binary
Independence Model - Deriving a ranking function for query terms - Probabilistic approaches to relevance feedback -
An appraisal of probabilistic models- Tree-structured dependencies between terms- Okapi BM25: a non-binary model-
Bayesian network approaches to IR(chapter 10,11)
UNIT-V Web Search and web crawling 6
Overview - Features a crawler must provide- Features a crawler should provide - Crawling - Crawler architecture -
DNS resolution - The URL frontier- Distributing indexes - Connectivity servers-Link analysis – web as a graph-
Anchortextandthewebgraph-PageRank-Markovchains-ThePageRankcomputation-HubsandAuthorities-
ChoosingthesubsetoftheWeb(chapter19,20,21)
Contact Hours : 30

ListofExperiments
1 Develop a system to doDocument summarization

2 Develop a movieTitle recommendation system

3 Develop a program for Spam mail detection

4 Develop a small search engine for wiki

5 Develop a classifier system for tweets classification


ContactHours:30
TotalContact Hours:60

CourseOutcomes:
Oncompletionofthecourse,thestudentswillbeableto
UnderstandthefundamentaloftheInformationRetrieval
GettheunderstandingdifferentInformationretrievalmodel.
Evaluatemethodsoftheinformationretrievalmodel.
AcquireknowledgeofretrievalfromXML
Familiarize withtheworkingofsearchengines

TextBooks:
1.C.Manning,P.Raghavan,andH.Schütze,IntroductiontoInformationRetrieval, CambridgeUniversityPress,
1
2008.
2.RicardoBaeza-YatesandBerthierRibeiro-
2
Neto,ModernInformationRetrieval:TheConceptsandTechnologybehindSearch2ndEdition, ACM PressBooks2011.

ReferenceBooks:
BruceCroft,DonaldMetzlerandTrevorStrohman,SearchEngines:InformationRetrievalinPractice,1st
1 EditionAddisonWesley,2009.
2 MarkLevene,AnIntroductiontoSearchEnginesandWebNavigation,2ndEditionWiley, 2010.
StefanBuettcher,CharlesL.A.Clarke,GordonV.Cormack,InformationRetrieval:ImplementingandEvaluatingSearchE
3
ngines, The MITPress, 2010.
OphirFrieder“InformationRetrieval:AlgorithmsandHeuristics:TheInformationRetrievalSeries“,2ndEdition,Springer
4
, 2004.

Weblink:
http://www.tartarus.org/martin/PorterStemmer/
1
http://www.searchenginewatch.com
2
http://www.google.ca/intl/en/corporate/tech.html
3

CO -PO–PSO matricesofcourse
PO/PSO PS
P P P P P P P P P P P P PS PS O
3
CO O O O O O O O O O O O O O O

1 2 3 4 5 6 7 8 9 10 11 12 1 2

AI19P75.1 - - - 1 - - 1 - - - - 1 - - 1

AI19P75.2 - 1 - 2 - 1 1 - 2 - 1 2 - - 1

AI19P75.3 3 3 - 3 - 2 1 2 2 - 3 3 3 3 3

AI19P75.4 3 3 - 3 - 3 3 3 3 - 3 3 3 3 3

AI19P75.5 2 3 - 3 - 3 3 3 3 - 3 3 3 3 3

CO 2.7 2.5 - 2.4 - 2.3 1.8 2.7 2.5 - 2.5 2.4 3 3 2.2
(Avg)

Correlationlevels1,2 or3 areasdefined below:


1:Slight(Low) 2:Moderate(Medium) 3:Substantial(High),Nocorrelation: “-“
Subject Code Subject Name (Lab Oriented Theory Course) Category L T P C
AI19P61 GPU PROGRAMMING PE 2 0 2 3

Objectives:
To learn the basics of GPU architectures.
To write programs for massively parallel processors.
To understand the issues in mapping algorithms.
To interpret different GPU programming models.
To familiarize various algorithms for GPU programming.

UNIT-I GPU ARCHITECTURE 6


Evolution of GPU architectures – Understanding Parallelism with GPU –Typical GPU Architecture – CUDA
Hardware Overview–Threads, Blocks, Grids, Warps, Scheduling –Memory Handling with CUDA: Shared Memory,
Global Memory, Constant Memory and Texture Memory.
UNIT-II PROGRAMMING ISSUES 6
Common Problems: CUDA Error Handling, Parallel Programming Issues, Synchronization, Algorithmic Issues,
Finding and Avoiding Errors.
UNIT-III OPENCL BASICS 6
OpenCL Standard– Kernels– Host Device Interaction –Execution Environment, Memory Model, Basic OpenCL
Examples.
UNIT-IV ALGORITTHMS ON GPU 6
Parallel Patterns: Convolution, Prefix Sum, Sparse Matrix–Matrix Multiplication–Programming Heterogeneous
Cluster.
UNIT-V CUDA PROGRAMMING 6
Using CUDA– Multi GPU– Multi GPU Solutions –Optimizing CUDA Applications: Problem Decomposition,
Memory Considerations, Transfers, Thread Usage, Resource Contentions.
Contact Hours : 30

List of Experiments
1. To write a c/c++ CUDA program to get introduced to heterogeneous computing.
2. To write a c/c++ CUDA program to do parallel computing using blocks.
3. To write a c/c++ CUDA program to get introduced to threads.
4. To write a c/c++ CUDA program to combine threads and blocks.
5. To write a c/c++ CUDA program to work on cooperating threads.
6. To write a c/c++ CUDA program to work on Asynchronous operation and Handling errors.
7. To write a c/c++ CUDA program to work on managing devices
Contact Hours : 30
Total Contact Hours : 60

Course Outcomes:
On completion of the course, the students will be able to
Explain the GPU architecture.
Implement programs using CUDA, identify issues and debug them.
Implement efficient algorithms in GPUs for common application kernels, such as matrix multiplication.
Develop simple programs using OpenCL.
Identify efficient parallel programming patterns to solve problems.
Text Books:
Shane Cook, CUDA Programming:―ADeveloper’sGuidetoParallelComputingwithGPUs(Applicationsof
1 GPU Computing),First Edition,MorganKaufmann,2012.
David R.Kaeli,Per haad Mistry,Dana Schaa, Dong Ping Zhang,―Heterogeneous computing
2
withOpenCL,3rdEdition,MorganKauffman, 2015.

Reference Books:
1 Nicholas Wilt,―CUDAHandbook:AComprehensiveGuideto GPUProgramming, Addison– Wesley,2013.
Jason Sanders,EdwardKandrot,―CUDAbyExample:AnIntroductiontoGeneralPurposeGPUProgramming,
2 Addison– Wesley,2010.
DavidB. Kirk,Wen-meiW.Hwu,ProgrammingMassivelyParallelProcessors–AHands-onApproach,Third
3 Edition,MorganKaufmann,2016.
4 http://www.nvidia.com/object/cuda_home_new.html

Weblink:
https://nptel.ac.in/courses/106/105/106105220/
1
http://www.searchenginewatch.com
2
https://www.coursera.org/courses?query=gpu
3

CO -PO–PSO matrices of course

PO/PSO
P P P P P P P P P P P P PS PS PS
O
CO O O O O O O O O O O O O O O 3
1 2 3 4 5 6 7 8 9 10 11 12 1 2

AI19P61.1 3 3 1 - 2 1 1 1 1 - 2.2 1 2 1 1

AI19P61.2 2 2 1 - 2 1 2 - - - 2 2 1 1 1

AI19P61.3 3 3 1 - 3 - 1 - - - 3 1 2 3 2
AI19P61.4 2 3 - - 2 1 1 1 - - 2 2 2 2 3

AI19P61.5 2 2 2 2 3 - 1 2 - - 3 3 3 3 3

Average 2.4 2.4 1.0 2.0 2.4 0.6 1.2 0.8 0.2 - 2.0 1.8 2.0 2.0 2.0

Correlationlevels1,2 or3 areasdefined below:


1:Slight(Low) 2:Moderate(Medium) 3: Substantial
(High)No correlation:“-”
Subject Code Subject Name (Theory Course) Category L T P C

CD19P02 Foundation of Digital Story Telling PE 3 0 0 3

Common to CSD

Objectives:

● To learn writing and structuring story for different genres and why a script should be written in a particular
format
● To consider the relationship between what is being communicated to target audience/viewer.
● To analyze and explore forms of communication and media through a variety of design disciplines and
techniques
● To develop theoretical and practical knowledge of a range of media using problem- finding skills,
culminating in design and production of a finished piece of work.
● To understand the various stages to a professional workflow.

UNIT-I
Introduction to storytelling –Types of stories – discussion of convention storytelling – Genre -
Elements of Story - Theme & Plot, One line story, Story with a Message, Arch, Anti & Mini Plot
- Story, storyline, plot, and treatment - Principles of suspense and surprise 9

UNIT-II
Role of Drama in Story Telling - Storytelling through Camera - Storytelling through Editing -
Storytelling through use of Sound & Music - Storytelling in Cinema - Basics of film language:
Sequence, Scene, shot, Frame, Types of shots, Camera angles, Camera movements, Editing, 9
Continuity, Composition - The art of staging - Mis-en-scene.

UNIT-III
The ideation and creativity in binding a story - How to turn a small idea into a full story? -
Carving well-rounded characters for a script - Write a synopsis for your screenplay - Build your
synopsis into an outline - Screenwriting: 3 Act Structure - Setup, Confrontation and Resolution; 9
Hero's Journey - Different stages of Hero's Journey; Conflict & Cliché - Elements of
Screenwriting - Foreshadowing, Flash Back, Time Travel; Rise & Fall and Climax & Resolution -
Managing Conflicts.

UNIT-IV
Creating Compelling Characters - Using Archetypes to Flesh Out Character - The Hero's Journey
- Creating Treatments that Sell - Developing the Perfect Beginning and Ending - Making Your 9
Theme Resonate - Crafting Dialogue that Rings True - Creating Action that Packs a Punch -
Controlling Pacing.

UNIT-V Screenplay Formatting - Formats and adaptation of a screenplay - Designing the Perfect Logline -
Online Resources for Screenwriters - Art of reading a script - Understanding Script dynamics -
Most used software’s for writing the screenplay - Pitching your story to the production houses in 9
few minutes - Marketing Your Screenplay.

Total Contact Hours: 45


Course Outcomes:

● Effectively utilize relevant technical concepts and theories.


● Analyze and evaluate methods of communication and appropriateness of media within a specialist area and
describe basic skills.
● Layout and present a script in a professional manner.
● Develop an idea into a workable story.
● Critique scripts, diagnose problems and find solutions.

Text Book(s):

1. Field, Syd, “Selling Screenplay: The Screenwriter‟s Guide to Hollywood”, New York, Dell
Publishing, 2022
2. Meyer, William, “Screen Writing for narrative film and TV”, Collumbus Books, London, (2021)
3. Rib Davis, “Writing Dialogue for Scripts”, Bloomsbury Academic, 2016
4. Robert McKee, “Story: Style, Structure, Substance, and the Principles of Screenwriting”, It Books; 1 edition,
2022

Reference Books(s) / Web links:

1. Wood, Julia T, “Communication mosaics: An introduction to the field of Communication”, 2001, Wards
worth.

2. Emory A Griffin, “A first look at communication theory”, 3rd edition, New York: McGraw-Hill, 1997.

3. Griffin, Em, “A First Look at Communication Theory”, New York: McGraw-Hill, 2006.

4. Miller, K., “Communication Theories: Perspectives, processes, and contexts”, 2nd edition, New York:
McGraw-Hill, 2005.

5. Umberto Eco, “A Theory of Semiotics”, Indiana University Press, 1975.

Website:

https://www.masterclass.com/articles/how-to-tell-a-story-effectively

https://www.inc.com/paul-jarvis/the-5-common-elements-of-good-storytelling.html

https://hbr.org/2003/06/storytelling-that-moves-people

PO/PSO
P P P P P P P P P P P PO PS PS
PS
O O O O O O O O O O O 12 O1 O2
O3
1 2 3 4 5 6 7 8 9 10 11
CO

CD19P03.1 0 1 2 2 2 3 1 1 1 2 1 3 0 1 3

CD19P03.2 0 1 2 2 2 3 1 1 1 2 1 3 0 1 3

CD19P03.3 0 1 2 2 2 3 1 3 1 2 1 3 0 1 3
CD19P03.4 0 1 2 2 2 3 1 1 1 2 1 3 0 3 3

CD19P03.5 0 1 2 2 3 3 1 1 1 2 1 3 0 3 3

Average 0 1 2 2 2.2 3 1 1.4 1 2 1 3 0 1.8 3


Subject Code Subject Name (Lab Oriented Theory Course) Category L T P C
AI19P62 DATA ANALYSIS AND DATAMINING PE 2 0 2 3

Objectives:
To learn the introduction of Data Ware house and Data Mining.
To understand the concepts of clustering analysis.
To learn the basics of mining text data.
To acquire the basics of mining spatial data.
To study the basic concepts of mining web data.

UNIT-I INTRODUCTION TO DATA WAREHOUSE AND DATA MINING 6


Data Warehouse: Characteristics of Data Warehouse- Data Ware house Components- Designing the Data Warehouse
- Data Warehouse Architecture -Getting Heterogeneous Data into the Warehouse- Getting Multi-dimensional Data out of
the Warehouse. Data Mining: Definition–Architecture–data mining: on what kind of data? -Data mining functionalities.
(T2: Chapter–1and2)
UNIT-II CLUSTERINGANALYSIS 6
Introduction–Features election for clustering–Representative based algorithms–Hierarchical clustering algorithms–
probabilistic model-based algorithms–Grid based and density-based algorithms–Graph based algorithms–non
Negative matrix factorization–clustering validation. (T1: Chapter–6)
UNIT-III MININGTEXTDATA 6
Document Preparation and Similarity computation–Specialized clustering methods for text–topic modeling–
Specialized Classification Methods for Text–Novelty and First Story Detection. (T1:Chapter–13)
UNIT-IV MININGSPATIAL DATA 6
MiningwithContextualSpatialAttributes–Trajectorymining–EquivalenceofTrajectoriesandMultivariateTimeSeries–
ConvertingTrajectoriestoMultidimensionalData–TrajectoryPatternMining–TrajectoryClustering–
Trajectory Outlier Detection–Trajectory Classification. (T1: Chapter–16)
UNIT-V MININGWEBDATA 6
WebcrawlingandResourceDiscovery–SearchEngineIndexingandQueryProcessing–RankingAlgorithm–
Recommender Systems–Web Usage Mining.(T1:Chapter–18)
Contact Hours : 30

List of Experiments
In H2O implement the following
Perform the basic pre-processing operations on data relation such as removing an attribute and filter attribute
1 Bank data
2 To predict the Numerical Values in the given Data Set is using Regression Methods.
3 To predict with the smallest to talerr or using rules based on One attribute
4 To understand the theoretical aspects and build a hierarchy of clusters using hierarchical clustering techniques
5 To Demonstrate Clustering features in Large Databases with noise
Generate association rule for the credit card promotion data set using a priory algorithm with the support range
6 40%to100%confidenceas10%incrementaldecreaseas5%andgenerate6rules
Contact Hours : 30
Total Contact Hours : 60

Course Outcomes:
On completion of the course, the students will be able to
Explain the introduction of Data Warehouse and Data Mining.
Apply the concepts of clustering analysis.
Analyze the basics of mining text data.
Integrate the concepts of mining spatial data.
Demonstrate the basic concepts of mining web data.
Text Books:
1 Charu C.Aggarwal, Data Mining: The Textbook, Springer 2015Edition,KindleEdition.
2 SartajSingh“DataWarehousing and Data Mining”, Lovely Professional University, Phagwara.

Reference Books:
Usama M.Fayyad, GregoryPiatetsky-Shapiro,PadhraiSmyth,andRamasamyUthurusamy,"AdvancesIn
1 Knowledge Discovery And Data Mining", TheM.I.T Press,1996.
2 N. J.Nilsson, "Principles of Artificial Intelligence", NarosaPublishingHouse,1980.

CO-PO– PSO matrices of course

PO/PSO
P P P P P P P P P P P P PS PS PS
O
CO O O O O O O O O O O O O O O 3
1 2 3 4 5 6 7 8 9 10 11 12 1 2

AI19P62.1 3 3 - - - - - - - - - - 3 - 1

AI19P62.2 3 3 2 - - - - - - - - - 3 - 1

AI19P62.3 - 2 3 3 2 - 3 2 3 - 3 3 - 3 3
AI19P62.4 - 3 3 3 2 - 3 3 3 - 3 3 - 3 3

AI19P62.5 - 3 3 3 3 - 3 3 3 - 3 3 - 3 3

Average 1.2 2.8 2.2 1.8 1.4 - 1.8 1.6 1.8 - 1.8 1.8 1.2 1.8 2.2

Correlation levels1,2 or3areasdefinedbelow:


1:Slight (Low)
2:Moderate(Medium)3:Substantial(High)Nocor
relation:“-”
Subject Code Subject Name (Lab Oriented Theory Course) Category L T P C

CS19P20 SOCIAL, TEXT AND MEDIA ANALYTICS PE 2 0 2 3

Objectives:

⚫ Learning the fundamentals of Social Network Data Analysis.

⚫ Analyzing interactions between people, and determine structural patterns in such interactions in real time application

⚫ Understand the principles for Text Mining

⚫ Analyzing and Visualization of Relations in Social Networks.

⚫ Learning and applying Social Network Mining Tools for real time problems.

UNIT-I BASICS OF SOCIAL NETWORKS 6

Introduction to Social Network Data Analytics, Statistical Properties of Social Networks-preliminary, Static
Properties,Dynamic Properties

UNIT-II ALGORITHM 6

Random Walks in Social Networks and their Applications: A Survey-Background-Algorithms-Applications –Evaluation ,


Random Walk Community Discovery in Social Networks:Introduction – Core Methods.

UNIT-III TEXT ANALYTICS 6

Parts of speech Tagging - Obtaining lexical probabilities - Probabilistic Context Free Grammar- Best First Parsing - A
Simple Context Dependent Best First Parser

UNIT-IV ANALYSIS AND VISUALIZATION 6

Node Classification problem formulation ,methods ,- local classifiers ,random based ,applying to large social networks
Privacy in Social Networks:Visualizing Social Networks.

UNIT-V SOCIAL MEDIA DATA ANALYTICS 6

Social media data mining methods for social media -examples -Text Mining in Social Networks-key word search -
classification -cluster -learning heterogeneous networks-Multimedia Information Networks-Ontology Based Learning
Links from community media –personal photo albums.

Contact Hours : 30

List of Experiments

Collect the comments for any post in Tweet and classify the Tweet comments by using Random Forest
1
algorithm

Apply Random Walk Algorithm to identify the insights present in the Medical Sector during a pandemic taking
2
Instagram data as input
Collect the Tweets of a particular Movie and interpret the influence of the Movie providing the Positive/Negative
3
Comments.

Analyze emoticons feedbacks of consumable product and conclude whether to buy a product or not from e-
4
newspaper.

5 Based upon the counts of share , like ,comments for a post in Facebook , analyze and comment the Post

Consider the role of a marketing manager for an apparel software company develop a campaign for LinkedIn
6
target audience

7 Use Tabuleau to derive decision for knowledge worker from available previous data sets

8 In a video frame sequence use snapchat to raise trigger to skip horror frames by analysing the video

9 Create an ontology for news article in English contents that are good/bad to country

Contact Hours : 30

Total Contact Hours : 60

Course Outcomes:

On completion of the course, the students will be able to

⚫ Perceive the trends in recent years on online social networks.

⚫ Draw the graphical relation between the community

⚫ Know various social network algorithms.

⚫ Determine the relation between the participants

⚫ Understand Social Network Mining Tools and apply in real time problems

Text Books(s):

1 Charu C. Aggarwal,”Social Network Data Analytics”,Springer, 2011.

Ajith Abraham ,Aboul-Ella HassanienV´aclavSn´ aˇsel,, “Computational Social Network Analysis Trends, Tools and
2
Research Advances”, Springer,2010

Reference Book(s) / Web Link(s):

1 Brian V. Carolan ,”Social Network Analysis and Education: Theory, Methods & Applications” ,Kindle Edition,2013

2 Song Yang, Franziska B Keller,”Social Network Analysis: Methods and Examples”,Kindle Edition,2016

CO - PO – PSO matrices of course

PO/PSO
PO PO PO PSO PSO PSO
CO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9
10 11 12 1 2 3
CS19P20.1 2 - 1 - 2 - - - - - - - 2 - -

CS19P20.2 2 1 1 2 2 - - - 2 - - - 2 2 2

CS19P20.3 2 2 2 1 2 - - - 2 - 2 - 2 - -

CS19P20.4 - - 2 - - - 2 - - - - - - - -

CS19P20.5 - - 2 - 2 - - - - 1 - - - 2 -

Average 2 1.5 1.5 1.5 2 1 2 0 2 1 2 0 2 2 2

Note: Enter correlation levels 1, 2 or 3 as defined below:


1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)
If there is no correlation, put “-“
SubjectCode SubjectName(LabOrientedTheoryCourse) Category L T P C
CS19P19 COGNITIVE SCIENCE PE 2 0 2 3

Objectives:
Togiveanintroductionto cognitivescienceandsummaryoverviewofdifferentperspectives.
Todescribetheinformationprocessingviewofmind,process model,theoriesofvisionandmodelofattention.
Toillustratethe memory,modelsofmemory,visualimageryandproblemsolving.
Tounderstandtheimportance oflanguage,languageacquisitionandlanguagedeprivation.
● Tofacilitatetheuseofanalytical models,generic modelsandremembering

UNIT-I INTRODUCTION 6
WhatisCognitive Science?–Representations:Digital,Analog, The Dual-CodingHypothesis, Propositional–
TheInterdisciplinaryPerspective:PhilosophicalApproach,PsychologicalApproach,CognitiveApproach,Neuroscience
Approach,NetworkApproach,EvolutionaryApproach,LinguisticApproach,ArtificialIntelligenceApproach,RoboticsApproach

UNIT-II THECOGNITIVEAPPROACHI:HISTORY,VISION,ANDATTENTION 6
The Rise of Cognitive Psychology, The Cognitive Approach: Mind as an Information Processor, Modularity of
Mind,Theories of Vision and Pattern Recognition, Template Matching Theory, Feature Detection Theory, A
ComputationalTheory ofVision,TheoriesofAttention,Broadbent‟sFilterModel,Treisman‟sAttenuationModel,TheDeutsch-
Norman
MemorySelectionModel,TheoryofPattern Recognition.
UNIT-III THECOGNITIVEAPPROACHII:MEMORY,IMAGERY,ANDPROBLEMSOLVING 6

TypesofMemory:SensoryMemory,Working,Long-
TermMemory,MemoryModels:TheModalModel,TheACT*Model,TheWorkingMemoryModelandevaluations,VisualImager
y:The,KosslynandSchwartzTheoryofVisual
Imagery,ImageStructures,ImageProcesses,ProblemSolving:TheGeneralProblemSolverModel,TheSOARModeland
itsevaluation
UNIT-IV LANGUAGEAND COGNITIVESCIENCE 6
TheImportanceofLanguage,TheNatureofLanguage,LanguageUseinPrimates,LanguageAcquisition,Language
Deprivation,PhilosophyandLinguistics,CognitionandLinguistics,NeuroscienceandLinguistics
UNIT-V COGNITIVESCIENCEINACTION 6
Thevernacularvocabularyofremembering,Neisser‟s paradox
andtheEbbinghausparadigm,Theproblemoftheworkingsofmemorymachines,Collectiveremembering,Individualremembering,
Modelsforthepsychologyof
remembering,Transformingacognitivemodelintoanartificialintelligencesimulation
Contact Hours : 30

ListofExperiments
1 Word/ColorrelationshipusingStroopExperiment
2 Manipulationbytrackingtaskandtargetdetectiontask(Dual TaskExperiment)
3 Shaperesponseexperiment

4 StaircaseprocedurewithMemorySpan
5 Recognitionofwordsutilisingserialposition
6 Imageinteractionusingmentalrotation
7 Lexicaldecisionexperiment
8 Prisoner'sDilemmaexperimentindecisionmakingexperiment
9 Experimentbasedonperception
10 VisualizingCorrelationsbymeasuringRelationships

Contact Hours : 30
TotalContact Hours : 60

CourseOutcomes:
Oncompletionofthecourse,thestudentswillbeableto
Understandthebasicsofcognitivescienceanddifferentperspectives.
Explainthecognitiveapproachesoninformationprocessing,theoriesofvisionandattention.
Enlightenthecognitiveapproachesonmemorymodel,visualimageryandproblemsolving.
Describeimportanceoflanguage,linguisticsandcognitive science.
Comprehendthe usageofanalyticalmodels,rememberingandgenericmodels.

TextBooks(s):
JayFriedenbergandGordonSilverman,“CognitiveScience:AnIntroductiontothestudyofMind”,Sage
1
Publications,2006.

ReferenceBooks:
1 RomHarre,“CognitiveScience:APhilosophicalIntroduction”,SagePublications,2002.
PaulThagard,“MindIntroductiontoCognitiveScience”,ABradfordBook,TheMITPress,Cambridge,
2
Massachusetts,London,England,SecondEdition,2005.
3 http://nptel.ac.in/
4 https://psych.hanover.edu/javatest/cle/cognition/cognition.html

CO-PO–PSO matricesofcourse

PO/PSO
PO PO PO PSO PSO PSO
CO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 10 11 12 1 2 3

CS19P19.1 1 2 - - - - - - - - - 1 2 1 1

CS19P19.1 1 2 2 2 1 1 - - 1 - 1 1 2 1 1

CS19P19.1 1 2 2 2 1 1 - - 1 - 1 1 2 1 1

CS19P19.1 1 1 1 1 - - - - - - - - 2 1 1

CS19P19.1 1 2 2 2 1 1 - - 1 - 1 1 2 1 1

Average 1 1.8 1.75 1.75 1.0 1.0 - - 1.0 - 1.0 1.0 2 1 1


Note:Entercorrelationlevels1,2or3asdefinedbelow:
1:Slight(Low) 2:Moderate(Medium) 3: Substantial
(High)Ifthere isnocorrelation, put“-“
Subject Subject Name Catego LT P C
Code ry

CD19P04 Computer Vision and Image Analysis 2 0 2 3

Objectives:
To review image processing techniques for computer vision.

To understand shape and region analysis.


● To understand Hough Transform and its applications to detect lines, circles, ellipses.

● To understand motion analysis.

● To study some applications of computer vision algorithms.

UNIT-I IMAGE PROCESSING FOUNDATIONS 6


Review of image processing techniques – classical filtering operations – thresholding techniques – edge detection
techniques – corner and interest point detection – mathematical morphology – texture.
UNIT-II SHAPES AND REGIONS 6
Binary shape analysis – connectedness – object labeling and counting – size filtering – distance functions – skeletons
and thinning – deformable shape analysis – boundary tracking procedures – active contours – shape models and
shape recognition – centroidal profiles – handling occlusion – boundary length measures – boundary descriptors –
chain codes – Fourier descriptors – region descriptors – moments.
UNIT- HOUGH TRANSFORM 6
III
Line detection – Hough Transform (HT) for line detection – foot-of-normal method – line localization – line fitting –
RANSAC for straight line detection – HT based circular object detection – accurate center location – speed problem
– ellipse detection – Case study: Human Iris location – hole detection – generalized Hough Transform (GHT) –
spatial matched filtering – GHT for ellipse detection – object location – GHT for feature collation.
UNIT- 3D VISION AND MOTION 6
IV
Methods for 3D vision – projection schemes – shape from shading – photometric stereo – shape from texture – shape
from focus – active range finding – surface representations – point-based representation – volumetric representations
– 3D object recognition – 3D reconstruction – introduction to motion – triangulation – bundle adjustment –
translational alignment – parametric motion – spline-based motion – optical flow – layered motion.
UNIT-V APPLICATIONS 6
Application: Photo album – Face detection – Face recognition – Eigen faces – Active appearance and 3D shape
models of faces Application: Surveillance – foreground-background separation – particle filters – Chamfer matching,
tracking, and occlusion – combining views from multiple cameras.
Total Contact Hours : 30

Course Outcomes:
On completion of the course students will be able to
Implement fundamental image processing techniques required for computer vision.

Perform shape analysis.


Apply chain codes and other region descriptors.


Apply 3D vision techniques.


Develop applications using computer vision techniques


Experiments:

1. Practice Image processing techniques on an image.

2. Implement a program todetect shapes and boundaries.

3. Program for implementing boundary descriptor.

4. Program for Implementing RANSAC Algorithm.

5. Program to draw line and ellipse using Hough Transform.

6. Program to recognize object from an image.

7. Program to recognize and detect faces from camera.

8. Program to perform foreground and background separation.

Text Book(s):
1 D. L. Baggio et al., ―Mastering OpenCV with Practical Computer Vision Projects‖, Packt Publishing, 2012.
.

2 E. R. Davies, ―Computer & Machine Vision‖, Fourth Edition, Academic Press, 2012.
.

3 Jan Erik Solem, ―Programming Computer Vision with Python: Tools and algorithms for analyzing images‖,
. O'Reilly Media, 2012.

Reference Books(s):

1 Mark Nixon and Alberto S. Aquado, ―Feature Extraction & Image Processing for Computer Vision‖, Third
Edition, Academic Press, 2012.
2 R. Szeliski, ―Computer Vision: Algorithms and Applications‖, Springer 2011.

3 Simon J. D. Prince, ―Computer Vision: Models, Learning, and Inference‖, Cambridge University Press, 2012.

CO-PO– PSO matrices of course


PO/PSO
PO1 PO PO3 PO4 P P P P PO9 PO PO PO PS PS PSO
3
CO 2 O O O O 10 11 12 O O

5 6 7 8 1 2

CD19P04.1 3 2 2 2 2 1 1 1 3 1 3 2 3 2 3

CD19P04.2 3 3 3 3 3 2 2 2 3 2 3 2 3 3 3

CD19P04.3 3 3 3 3 3 2 3 2 2 2 3 2 3 3 3
CD19P04.4 3 3 3 3 3 3 2 2 2 2 3 2 2 2 2

CD19P04.5 3 3 3 2 2 2 2 2 2 2 3 2 3 2 3

Average 3 2.8 2.8 2.6 2.6 2 2 1.8 2.4 1.8 3 2 2.8 2.4 2.8

Correlation levels1,2 or3areasdefinedbelow:


1:Slight (Low) 2: Moderate (Medium)3: Substantial
(High)Nocorrelation:“-”
Subject Code Subject Name(Lab Integrated Theory course) Category L T P C

CD19P05 UI and UX PE 2 0 2 3

Objectives:

● To learn the fundamentals of User Interface Design.

● To learn the fundamentals of User Design Elements.

● To study the principles of heuristic evaluation for interactive design.

● To familiarize the facets of User Experience (UX) Design, particularly as applied to the digital artifacts.

● To understand the appreciation of user research, solution conceptualization and validation as interwoven
activities in the design and development lifecycle of a product.

UNIT-I THE USER INTERFACE— AN INTRODUCTION AND OVERVIEW 6

Basics of User Interface-Importance of User Interface-Principles of UI-User Interface Design Process-Understand the
Principles of Good Design: What screen user wants, what screens users do, Interface Design Goals-Technological
Considerations in Interface Design, User Centered Design Basics.

UNIT-II THE USER INTERFACE DESIGN ELEMENTS 6

Introduction to Menus: Structure of Menus, Functions of Menus, Contents of Menus, Formatting of Menus, Selecting
and Navigating Menus, Kinds of Graphical Menus-Windows: Window Characteristics, Types of windows, window
Management, Organizing Window Functions-Device and Selection-Based Controls.

UNIT-III EVALUATION OF INTERACTIVE DESIGN 6

Introduction to Interactive Design process – Interactive design in practice – Introducing evaluation – Evaluation:

Inspection, Methods, Usability in Design, Analysis and Models – Inspection: Heuristic Evaluation: 10 Heuristic
Principles, Examples – Case study: A Heuristic Evaluation of Big basket application.

UNIT-IV INTRODUCTION TO USER EXPERIENCE 6

Basics of UX design Process-Elements of UX-Design Thinking Techniques: Scenarios, Brainstorming, Design Tools-
Techniques for Contextual Enquiry, User Interviews, Competitive Analysis for UX, Wire-Framing and Prototyping
Techniques

UNIT-V UX RESEARCH TECHNIQUES 6

Research planning: Goals of Research, The Format of the plan-Competitive Research: Methods, Focus Groups, Card
Sorting, Usability testing, Iterative Product Development, Concept Development - User review and Feedback, UX
Case study of Sport360.fit app

Total Contact Hours :


30

List of the Experiments

1. Develop and design a mobile or web application to change background color and menus.
2. Redesign canteen menu to increase the ease of use and ease of functionality (Grid and Menu Views)

3. Heuristic Evaluation: Group Assignment initiation (Website and App) Evaluation for key tasks of the app or
website for heuristic principles, severity, recommendations.

4. Students will identify a project in the given domain (Healthcare, E-Commerce, Online Learning Platforms,
Gaming, Booking, Music) and its related website or mobile app to redesign. They will take this redesign
project through the design lifecycle:
Discovery

Define

Design

Implement (Design Prototype)

Usability Testing

The below design methods and techniques will be imparted w.r.t. the group project selected by the students.

5. Persona Creation for the group project

6. Task flow detailing for the project.

7. Project Prototyping Iteration 1 and 2.

8. Pick your favourite design agency. Redesign their contact page in a more user-friendly way.

Contact Hours : 30

Total Contact Hours : 60

Course Outcomes:

On completion of the course, the students will be able to

● Understand the fundamentals and importance of User Interface Design.

● Learn and able to design the fundamentals of User Design Elements

● Perform design evaluation by applying the heuristic principles.

● Develop an application focusing on the design aspects based on the user Experience.

● Understanding research on user requirements and Iterative Product Development.

Text Book(s):

1. Wilbent. O. Galitz ,“The Essential Guide To User Interface Design”, John Wiley &
Sons,2nd Edition, 2001.

2. Jenny Preece, Helen Sharp and Yvonne Rogers, “Interaction Design: Beyond Human-Computer Interaction”,
3rd Edition, 2004.

3. Jesse James Garrett, The Elements of User Experience: User-Centered Design for the Web and Beyond, 2nd
Edition, 2010.

Reference Books(s) / Web links:

● Alan Cooper and Robert Reimann, “About Face”, John Wiley, 4th Edition.

● Elizabeth Goodman, Mike Kuniavsky, Andrea Moed, “Observing the User Experience: A Practitioner's
Guide to User Research”, 2nd Edition, 2012.

● Jonny Schneider, “Understanding Design Thinking, Lean, and Agile”, 1st Edition, 2020.

Web links for virtual lab (if any)

● https://uxdesign.cc/designing-better-links-for-websites-and-emails-a-guideline-5b8638ce675a

● https://bootcamp.uxdesign.cc/100-weblinks-for-ux-ui-designers-31884d1f0140

● https://www.tutorialspoint.com/mobile-ui-and-ux-design/index.asp

CO-PO– PSO matrices of course

PO/PSO
PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO1 PO1 PO12 PSO PSO PSO3

CO 0 1 1 2

CD19P05.1 2 2 2 2 2 1 1 1 3 1 3 2 3 2 3

CD19P05.2 2 3 3 3 3 2 2 2 3 2 3 2 3 3 3

CD19P05.3 1 3 3 3 3 2 3 2 2 2 3 2 3 3 3
CD19P05.4 3 3 3 3 3 3 2 2 2 2 3 2 2 2 2

CD19P05.5 2 3 3 2 2 2 2 2 2 2 3 2 3 2 3

Average 2 2.8 2.8 2.6 2.6 2 2 1.8 2.4 1.8 3 2 2.8 2.4 2.8
SubjectCode SubjectName(LabOrientedTheoryCourse) Category L T P C
AI19P82 BUSINESS INTELLIGENCE AND ANALYTICS PE 2 0 2 3

Objectives:
⚫ To understand the framework for Business Intelligence
⚫ To explore the phases of the Decision-making process
⚫ To adopt the Data ware house technology platform
⚫ To understand the best practices for successful Business Intelligence
⚫ To visualize the future of Business Intelligence

UNIT-I Business Analytics 6


Terminology-BusinessAnalyticsProcess-RelationshipofBusinessAnalyticsprocessandOrganization Decision-making
process-A framework for Business Intelligence-Brief history of Business Intelligence-Architecture of
BusinessIntelligence(CHAPTER 1fromT1andCHAPTER2fromT2)

UNIT-II Decision Making 6


Characteristics of Decision Making-Decision style and Decision Makers-Models-Benefits of Models-Phases of
theDecision-Making Process-Decision Making: The Intelligence phase, Design phase, Choice phase,
Implementationphase (CHAPTER 2fromT2)

UNIT-III Components of a Business Intelligence Architecture 6


Operational and Source Systems-Data Transfer: From Operational to Data Warehouse-The Data Warehouse -
DataWarehouse Tables-The Data Warehouse Technology Platform -The Business Intelligence Front-End: Business
QueryandReporting-ProductionReporting-OnlineAnalyticalProcessing(OLAP)-MicrosoftOffice-Dashboards-
Scorecards-PerformanceManagement-AnalyticApplications-EmergingBIModules-BestPracticesforSuccessful
BusinessIntelligence (CHAPTER2 and3fromT3)
UNIT-IV Data Quality 6
DataQuality-SuccessfulDataArchitectures-MasterDataManagement(MDM)-Right-TimeData-DataQuality’sChicken
and Egg-Best Practices for Successful Business Intelligence-Agile Development: Waterfall
Developmentprocess,AgileDevelopmenttechniques,SharperBIat1-800contacts (CHAPTER7 and10fromT3)

UNIT-V Future of Business Intelligence 6


The importance of BI tools-The role of BI standardization-The right tool for the right user-The most successful
BIModule-EmergingTechnologies-Predictingthefuture-BIsearch&TextAnalytics-AdvancedVisualization-
Richreportlets-The future beyond technology.(CHAPTER12 and 14fromT3)

Contact Hours : 30

List of Experiments
Import the legacy data from different sources such as(Excel, SqlServer,Oracle etc.)and load in the target system.
1
Perform the Extraction Transformation and Loading(ETL)process to construct the data base in the Sql server /
2
Power BI.
3 Data Visualization from ETL Process
4 Creating a Cube in SQL server 2012
Apply the what–if Analysis for data visualization. Design and generate necessary reports based on the data ware
5
house data.
6 Implementation of Classification algorithm in R Programming.
7 Practical Implementation of Decision Tree using R Tool
8 k-means clustering using R
9 Prediction Using Linear Regression
10 Data Analysis using Time Series Analysis
11 Data Modelling and Analytics with Pivot Table in Excel
12 Data Analysis and Visualization using Advanced Excel
ContactHours : 30
TotalContact Hours : 60

CourseOutcomes:
On completion of the course,the students will be able to
⚫ Understand the framework for Business Intelligence
⚫ Plan the phases of Decision -making phases
⚫ Appreciate the Data ware house technology platform
⚫ Appreciate the Agile Development techniques
⚫ Understand the future beyond technology

TextBooks:
MarcJ.Schniederjans,DaraG.Schniederjans,ChristopherM.Starkey,”BusinessAnalyticsPrinciples,Concepts,and
1
ApplicationswithSASWhat,Why, and How”,PearsonEducation,2015.
EfraimTurban,RamcshSharda,DursunDelen,”DecisionSupportandBusinessIntelligenceSystems”,9thedition.
2
3 CindiHowson,”SuccessfulBusinessIntelligence-SecretstomakingBIakillerApp”,McGrawHill,2008.
ReferenceBooks:
RickSherman,”BusinessIntelligenceGuidebook:FromDataIntegrationtoAnalytics”,1stEdition,KindleEdition.
1
2 AhmedSherif,”PracticalBusinessIntelligence KindleEdition”.
CindiHowson,”SuccessfulBusinessIntelligence,SecondEdition:UnlocktheValueofBI&BigData”,2ndEdition,Kindle
3
Edition.

CO -PO–PSO matricesofcourse
PO/PSO
PO PO PO PO PO PO PO PO PO PO PO PO PSO PSO PSO
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3
CO

AI19P82.1 1 2 3 3 3 3 3 3 3 2 3 3 3 3 3

AI19P82.2 1 2 3 3 3 3 3 3 3 2 3 3 3 3 3

AI19P82.3 1 2 3 3 3 3 3 3 3 2 3 3 3 3 3
AI19P82.4 1 2 3 3 3 3 3 3 3 2 3 3 3 3 3

AI19P82.5 1 2 3 3 3 3 3 3 3 2 3 3 3 3 3

CO 1 2 3 3 3 3 3 3 3 2 3 3 3 3 3
(Avg)

Correlationlevels1,2 or3 areasdefined below: 1:Slight(Low) 2:Moderate(Medium) 3: Substantial (High)No correlation:“-


Subject Code Subject Name (Lab Oriented Theory Course) Category L T P C

CS19741 CLOUD COMPUTING PC 2 0 2 3

Objectives:
⚫ To learn the fundamentals of Cloud Computing and designing Private Cloud and Public Cloud Environment.
⚫ To learn the basic ideas and principles of Virtualization Technology.
⚫ To learn the dynamic programming models for Cloud.
⚫ To gain knowledge on various cloud components mechanism for data center design and management.
⚫ To learn the security and Advanced Cloud Concepts.

UNIT-I INTRODUCTION 6

Basic Concepts and Terminology-Roles and Boundaries-Cloud Characteristics-Cloud Delivery Model and Deployment
Model. Case study design and implementation of public and private cloud- Open stack, AWS/Google/Oracle

UNIT-II VIRTUALIZATION TECHNOLOGY 6

Broadband Networks and Internet Architecture-Data Center Technology-Virtualization Technology.

Case Study: VMware, Xen, KVM, Docker Container.

UNIT-III DISTRIBUTED DYNAMIC PROGRAMMING MODEL 6

Design of HDFS, Concepts and Java Interface, Dataflow of File read & File write, Map Reduce, Input splitting, map and
reduce functions.

Case Study: Design and Implementation of Hive, Pig, HBase.

UNIT-IV CLOUD COMPONENTS MECHANISM 6

Cloud Infrastructure Mechanism: Cloud Storage and Usage Monitor, Resource Replication-Specialized Cloud Mechanism:
Load Balancer, SLA Monitor, Pay-per-use Monitor, Audit Monitor, Failover System, Hypervisor, Resource cluster, Multi
Device Broker, State Management Database.

UNIT-V SECURITY AND ADVANCED CLOUD CONCEPTS 6

Cloud Security Thread-Cloud Security Mechanism: Encryption, Hashing, Digital Signature, Public Key Infrastructure,
Mobile Cloud Computing, Edge and Fog Computing.

Contact Hours : 30

List of Experiments
1. Virtualization

A Find procedure to run the virtual machine of different configuration using virt-manager.

B Virtualize a machine and check how many virtual machine can be utilized at a particular time.
Create a VM clone and attach virtual block to the cloned virtual machine and check whether it holds the data even
C
after the release of the virtual machine.

2 Public Cloud

Develop a simple application to understand the concept of PAAS using GAE/Amazon Elastic Beanstalk/IBM
A
Blue Mix/GCC and launch it.

B Test how a SaaS applications scales in response to demand.

C Find the procedure to launch a Cloud instance using a Public IaaS cloud like AWS/GCP.

3 Private Cloud

A Setup a Private Cloud by performing the procedure using a Single node OPENSTACK implementation.

B Perform Creation, Management and Termination of a CirrOS instance in OPENSTACK.

C Show the virtual machine migration based on certain conditions from one node to the other.

4 Hadoop - Map Reduce

A Setup a Single Node Hadoop cluster and show all the process through WEB UI.

Demonstrate the MAP REDUCE programming model by counting the number of words in a file.
B
Implement the procedure to interact with Hadoop API for Accessing HDFS from local file system.

Contact Hours : 30

Total Contact Hours : 60

Course Outcomes:

On completion of the course, the students will be able to


⚫ Demonstrate the cloud, its characteristics, various delivery and deployment models.
⚫ The strength of virtualization and outline its role in enabling the cloud computing system mode
⚫ Recognize the scope of distributed file systems in cloud and their applications in industry.
⚫ The fundamental cloud components mechanismwith which cloud data centers are managed and administered
⚫ Analyse the core issue of cloud such as security. Provide an insight into future prospects of computing in the cloud.

Text Book(s):

Thomas Erl, ZaighamMahood, Ricardo Puttini- “Cloud Computing, Concept, Technology and Architecturel”,
1
Prentice Hall, First Edition, 2013.

Kai Hwang, Geoffery C, Fox and Jack J, Dongarra,” Distributed and Cloud Computing: Clusters, Grids, Clouds and
2
the Future of Internet”, First Edition, Morgan Kaufman Publisher, an Inprint of Elsevier, 2012.

Reference Book(s)/Web link(s):

1 Michael J. Kavis“Architecting the Cloud: Design Decisions for Cloud Computing Service Models(SaaS, PaaS, and
IaaS)”, First Edition, Wiley,2014.

2 Tom White, “Hadoop: The Definitive Guid”. Yahoo Press, 2014.

3 RajkumarBuyya, ChristainVecchiola, and ThamaraiSelvi, “Mastering Cloud Computing”, Tata McGraw Hill, 2013.

John W. Rittinghouse and James F.Ransome, “Cloud Computing: Implementation, Management, and Security”, CRC
4
Press, 2010.

CO - PO – PSO matrices of course

PO/PSO
PO PO PO PSO PSO PSO
CO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9
10 11 12 1 2 3

CS19741.01 3 2 2 2 2 1 1 1 3 1 3 2 3 2 3

CS19741.02 3 3 3 3 3 2 2 2 3 2 3 2 3 3 3

CS19741.03 3 3 3 3 3 2 3 2 2 2 3 2 3 3 3

CS19741.04 3 3 3 3 3 3 2 2 2 2 3 2 2 2 2

CS19741.05 3 3 3 2 2 2 2 2 2 2 3 2 3 2 3

Average 3 2.8 2.8 2.6 2.6 2 2 1.8 2.4 1.8 3 2 2.8 2.4 2.8

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Code Subject Name (Lab Oriented Theory Course) Category L T P C

CS19643 FOUNDATIONS OF MACHINE LEARNING PE 2 0 2 3

Objectives:
⚫ Have a thorough understanding of the Supervised learning techniques
⚫ Study the various probability-based learning techniques
⚫ Know the basic concepts of decision tree and unsupervised models
⚫ Familiarize the basic concepts of neural networks.

Understand the working of graphical models of machine learning algorithms.

UNIT-I INTRODUCTION AND REGRESSION MODELS 6

The Machine Learning Landscape – Types of Machine Learning – Main Challenges of Machine Learning – Testing and
Validating – End to End Machine Learning Project – Regression: Linear Regression – Training Models - Polynomial
Regression – Other Regression Models: Lasso/Ridge regression/ElasticNet - Logistic Regression.

UNIT-II LINEAR MODELS 7

Revisiting Core ML concept: Bias-variance trade-off. Classification using support vectors: – Linear SVM classification –
Nonlinear SVM classification. Probabilistic classifier: Classification using Naïve Bayes. Decision trees: Training and
Visualizing a Decision Tree - Making Predictions - Estimating Class Probabilities - The CART Training Algorithm -
Computational Complexity - Gini Impurity or Entropy - Regularization Hyperparameters.

UNIT-III UNSUPERVISED LEARNING AND TREE MODELS 7

Unsupervised Learning Techniques: Clustering: K-Means - Limits of K-Means - Using Clustering for Image Segmentation
- Using Clustering for Pre-processing - Using Clustering for Semi-Supervised Learning - DBSCAN - Other Clustering
Algorithms. Ensemble learning and Random Forests: Voting Classifiers - Bagging and Pasting - Random Forests - Extra-
Trees - Feature Importance – Boosting AdaBoost - Gradient Boosting

UNIT-IV INTRODUCTION TO NEURAL NETWORKS 6

Introduction to Artificial Neural Networks with Keras - Biological Neurons - Logical Computations with Neurons - The
Perceptron - The Multilayer Perceptron and Backpropagation Regression MLPs - Classification MLPs - Fine-Tuning
Neural Network Hyperparameters - Number of Hidden Layers - Number of Neurons per Hidden Layer - Learning Rate,
Batch Size, and Other Hyperparameters

UNIT-V FEATURE TRANSFORMATION 4

Dimensionality Reduction – Linear Discriminant Analysis – Principal Component Analysis – Factor Analysis –
Independent Component Analysis

Contact Hours : 30

List of Experiments
1 A python program to implement linear and polynomial regression

2 A python program to implement decision tree

3 A python program to implement sentiment analysis to implement classification.

4 A python program to implement regression.

5 Do a data exploratory analysis to develop deep insights from a dataset.

6 A python program to perform pre-processing on tabular, text and Image data.

7 A python program to analyse between perceptron vs logistic Regression

8 A python program to do Face Recognition using Support Vector Machines

9 A python program to implement neural networks using Keras.

10 Implement the learnt techniques in a mini project.

Contact Hours : 30

Total Contact Hours : 60

Course Outcomes:

On completion of the course, the students will be able to


⚫ Distinguish between, supervised, unsupervised and semi-supervised learning.
⚫ Modify existing machine learning algorithms to improve classification efficiency.
⚫ Use unsupervised models for clustering data.
⚫ Build a basic neural network for real-time data.
⚫ Design systems that uses the appropriate graph models of machine learning.

Text Book(s):

AurélienGéron, “Hands-On Machine Learning with Scikit-Learn, Keras, and TensorFlow”, 2nd Edition. September
1
2019, O'Reilly Media, Inc., ISBN: 9781492032649.

Stephen Marsland, “Machine Learning – An Algorithmic Perspective‖”, Second Edition, Chapman and Hall/CRC
2
Machine Learning and Pattern Recognition Series, 2014.

Reference Book(s)/Web link(s)

Peter Flach, “Machine Learning: The Art and Science of Algorithms that Make Sense of Data‖”, First Edition,
1
Cambridge University Press, 2012.

2 Tom M Mitchell, “Machine Learning”, First Edition, McGraw Hill Education, 2013.
Trevor Hastie, Robert Tibshirani and Jerome Friedman, “The Elements of Statistical Learning (ESL)”, 2 nd edition,
3
Springer, 2016. ISBN 978-0387848570.

CO - PO – PSO matrices of course

PO/PSO
PO PO PO PSO PSO PSO
CO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9
10 11 12 1 2 3

CS19643.01 3 3 1 0 2 1 1 1 1 0 2.2 1 2 1 1
CS19643.02 2 2 1 0 2 1 2 0 0 0 2 2 1 1 1
CS19643.03 3 3 1 0 3 0 1 0 0 0 3 1 2 3 2
CS19643.04 2 3 0 0 2 1 1 1 0 0 2 2 2 2 3
CS19643.05 2 2 2 2 3 0 1 2 0 0 3 3 3 3 3

Average 2.4 2.4 1.0 2.0 2.4 0.6 1.2 0.8 0.2 0.0 2.0 1.8 2.0 2.0 2.0

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Category L T P C
Subject Name (Theory Course)
Subject Code

CS19P05 QUANTUM COMPUTING PE 2 1 0 3

Objectives:
 To know the fundamentals of Quantum computing and its Applications.
 To understand the efficient quantum algorithms for several basic promise problems
 To gain knowledge about quantum computers and their principles
 To understand the principles, quantum information and limitation of quantum operations formalizing
● To gain knowledge about different quantum error and its correction techniques.

UNIT-I FUNDAMENTALS OF QUANTUM COMPUTING 9

Fundamental Concepts: Introduction and Overview – Global Perspectives – Quantum Bits – Quantum Computation –
Quantum Algorithms – Experimental Quantum Information Processing – Quantum Information. Problems on Qubits

UNIT-II QUANTUM COMPUTATION 9

Quantum Circuits – Quantum algorithms, Single Orbit operations, Control Operations, Measurement, Universal Quantum
Gates, Simulation of Quantum Systems, Quantum Fourier transform, Phase estimation, Applications, Quantum search
algorithms – Quantum counting – Speeding up the solution of NP – complete problems – Quantum Search for an
unstructured database. Problems on Boolean functions and Quantum gates

UNIT-III QUANTUM COMPUTERS 9

Guiding Principles, Conditions for Quantum Computation, Harmonic Oscillator Quantum Computer, Optical Photon
Quantum Computer – Optical cavity Quantum electrodynamics, Ion traps, Nuclear Magnetic resonance.

UNIT-IV QUANTUM INFORMATIONS 9

Quantum noise and Quantum Operations – Classical Noise and Markov Processes, Quantum Operations, Examples of
Quantum noise and Quantum Operations – Applications of Quantum operations, Limitations of the Quantum operations
formalism, Distance Measures for Quantum information. Problems on Measurement

UNIT-V QUANTUM ERROR CORRECTION AND CRYPTOGRAPHY 9

Introduction, Shor code, Theory of Quantum Error –Correction, Constructing Quantum Codes, Stabilizer codes, Fault –
Tolerant Quantum Computation. Quantum Cryptography-Private Key Cryptography, Privacy Amplification and
Information Reconciliation, Quantum Key Distribution, Privacy and Coherent Information, The Security of Quantum Key
Distribution. Problems on Quantum error correction and cryptography.

Contact Hours : 45

Course Outcomes:
On completion of the course, the students will be able to
 Basics of Quantum computing and its Applications.
 Solve various problems using quantum algorithms.
 Methodology for quantum computers and their principles
 Comprehend quantum noise and operations.
 Gain knowledge about different quantum error correction techniques.

Text Books(s):

1 Chris Bernhardt ,”Quantum Computing for Everyone”, (The MIT Press) Hardcover – Illustrate ,September 2020,

Willi-Hans Steeb; “Problems and Solutions in Quantum Computing and Quantum Information”, Yorick Hardy
2
Academic Consulting and Editorial Services (ACES) Private Limited, January 2020.

3 M.A. Nielsen and I.Chuang,“Quantum Computation and Quantum Information”, Cambridge University Press 2010.

Reference Book(s)/Web link(s):

1 Parag K. Lala ,Quantum Computing: A Beginner's Introduction Paperback” , McGraw Hill November 2020.

2 V. Sahni, “Quantum Computing”, Tata McGraw-Hill Publishing company,2007.

Nayak, Chetan; Simon, Steven; Stern, Ady; Das Sarma, Sankar, “NonabelianAnyons and Quantum Computation”,
3
2008.

CO - PO – PSO matrices of course

PO/PSO
PO PO PO PSO PSO PSO
CO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9
10 11 12 1 2 3

CS19P06.1 3 2 1 1 0 1 0 0 1 0 0 3 2 2 2

CS19P06.2 3 3 2 2 1 0 0 0 1 0 0 3 2 2 2

CS19P06.3 3 3 2 1 2 0 0 2 0 0 0 3 1 1 2

CS19P06.4 0 1 2 1 2 0 0 0 0 0 0 3 1 1 2

CS19P06.5 0 2 2 2 2 0 0 0 0 0 0 3 1 1 2
Average 1.8 2.2 1.8 1.4 1.4 0.2 0.0 0.4 0.4 0.0 0.0 3.0 1.4 1.4 2.0

Note: Enter correlation levels 1, 2 or 3 as defined below:


CD19P08 Design Thinking for innovation PE 1 0 4 3

Objectives:

● To familiarize the engineering process and products developments


● To Understand the historical and current application of design thinking
● To perform immersion activity in empathize and define stages of design thinking
● To ideate and develop a prototype and to perform testing.
● To understand the role of innovation in design thinking

Theory:

• Engineering product development life cycle, (PDLC) ,


• Software development life Cycle (SDLC),
• Process in product development, process in service sectors
• Innovative products and services,
• non-linear thinking, divergent and convergent thinking
• Design Thinking approach- Empathises, Define, Ideation
• Prototype, Testing, developing innovative products and services
• problem definition and framing, ideation

Mini-Project

● Case studies of Past, Present and future of Engineering products, process services
● Developing an innovative products or services or process

Course Outcomes:

• Execute the end-to-end design thinking process to various social, organizational, and business challenges;
● Familiarizing the phases of design thinking process.

● Conduct an immersion activity in empathise and define stages

● Apply the ideation phase steps to develop a prototype for testing


● Explain and support for design thinking in a team

Text Book(s):

1. Clive L. Dym and David C. Brown,“Engineering Design: Representation and

Reasoning”, 2nd Edition, Cambridge University Press, New Delhi, 2011.

2. Bengt-Arne Vedin, “The Design-Inspired Innovation Workbook”, World Scientific, 2011.


Reference Books(s) / Web links:

● https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process

● https://www.ideou.com/pages/design-thinking

CO - PO – PSO matrices of course

PO/PSO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3

CO

CD19P08.1 2 3 - 3 3 3 3 3 3 3 - 3 3 1 2

CD19P08.2 2 3 - 3 3 3 3 3 3 3 2 3 3 1 2

CD19P08.3 3 - 3 - 3 3 2 3 3 3 3 3 1 3 2

CD19P08.4 3 - 3 3 3 3 2 3 3 3 3 3 1 3 2

CD19P08.5 3 - 3 2 3 3 2 3 3 3 3 3 1 3 2

Average
2.6 3.0 3.0 2.75 3 3 2.4 3 3 3 2.75 3 1.8 2.2 2
Mapping

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Code Subject Name (LabOrientedTheoryCourse) Category L T P C

CD19P09 IMMERSIVE TECHNOLOGY PE 2 0 2 3

Objectives:The students will be able to

● To understand geometric modelling .

● To study about Virtual Hardware and Software

● To develop Virtual Reality applications

● To familiar with Virtual Environments

● To Compare and contrast AR/VR Experiences.

UNIT-I Introduction 6

The three I’s of virtual reality, commercial VR technology and the five classic components of a VR system. Virtual
Reality and Virtual Environment: Introduction, Computer graphics, Real time computer graphics, Flight
Simulation, Virtual environment requirement, benefits of virtual reality, Historical development of VR, Scientific
Landmark.

UNIT-II Input and Output Devices 5

Input Devices :(Trackers, Navigation, and Gesture Interfaces): Three-dimensional position trackers, navigation
and manipulation, interfaces and gesture interfaces.Output Devices: Graphics displays, sound displays & haptic
feedback.

UNIT-III Augmented and Mixed Reality 7

Taxonomy, technology and features of augmented reality, difference between AR and VR, Challenges with AR, AR
systems and functionality, Augmented reality methods, visualization techniques for augmented reality. wireless
displays in educational augmented reality applications, mobile projection interfaces, marker-less tracking for
augmented reality, enhancing interactivity in AR environments.

UNIT-IV Modeling 6

Geometric modeling, kinematics modeling, physical modeling, behavior modeling, model management

UNIT-V Human Factors and Applications 6

Human Factors: Methodology and terminology, user performance studies, VR health and safety issues.

Applications: Medical applications, military applications, robotics applications, Engineering, Entertainment,


Science, Training.

Contact Hours : 30

List of Experiments:

1 Create a 3D object and Apply different geometric Transformations using Mouse/Keyboard


2 Create animation for a 3D object (transformation, color, texture, etc.)
3 Bouncing ball on multiple 2D/3D platforms
4 Develop First Person Controller to a Scene
5 Create a 3D Character movement
6 Create a menu driven interface for adding and removing objects from a Scene
7 Build a cubic room, whose sides are made out of six planes. The room should be 15x15x15 Unity units. At
the center of the roof of the room, place a point source of light. This light should change color by pressing
the Tab key.
8 Finding target using 2D Ray-caster
9 Create a loading bar (health bar, progress bar, start bar)
10 Create and show motion effect using time scale and scripts for 2D images.
Contact Hours : 30
Total Contact Hours : 60

Course Outcomes:After completing the course, the students will be able to

● Adopt various principles and concepts of virtual reality and its application.

● Apply appropriate method of geometric modeling

● Formulate virtual environment for a given engineering problem and VR simulation for problem
situation.

● Analyze various VR software in a structured manner and prepare report as per the technical standards.

● Comparing the experiences of AR and VR.

Text Book(s):

1. Virtual Reality Technology, Gregory C. Burdea& Philippe Coiffet, John, 2nd Edition, 2013 Wiley &
Sons, Inc., ISBN: 978-0-471-36089-6
2. Alan B. Craig, “Understanding Augmented Reality”, Concepts and Applications, Morgan
Kaufmann,1st Edition, 2013 ISBN: 9780240824086

Reference Books(s) / Web links:

● Grigore C. Burdea, Philippe Coiffet , “Virtual Reality Technology”, Wiley Interscience, 2 nd


Edition, 2006. ISBN: 978-0-471-36089-6

● Oliver Bimber and Ramesh Raskar, Spatial Augmented Reality: Merging Real and Virtual
Worlds,2005.ISBN 1-56881-230-2

MOOC Courses: https://www.coursera.org/learn/augmented-reality


https://www.coursera.org/specializations/unity-xr

CO - PO – PSO matrices of course

PO/PSO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3

CO
CD19P09.1 3 3 3 1 3 3 3 3 3 3 - 3 3 1 2

CD19P09.2 3 3 3 1 3 3 3 3 3 3 2 3 3 1 2

CD19P09.3 3 - 3 1 3 3 2 3 3 3 3 3 1 3 2

CD19P09.4 3 - 3 1 3 3 2 3 3 3 3 3 1 3 2

CD19P09.5 3 - 3 1 3 3 2 3 3 3 3 3 1 3 2

Average 3 3 3 1 3 3 2.4 3 3 3 2.75 3 1.8 2.2 2


Mapping

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Code Subject Name (Theory course) Category L T P C
CD19P11 PE 3 0 0 3
Digital Media Entrepreneurship

Objectives:
● To introduce the possibilities of digital media entrepreneurship as an idea.

● To study and comprehend the dynamics of establishing digital service firms and the factors associated with it
.
● To facilitate the students with client approaching and convincing skills, which can enable them to brand
themselves.
● To comprehend the dynamics of the global and local digital markets, and their applicability to specified
niches.

UNIT-I Introduction to Entrepreneurship 9

Introduction to Entrepreneurship,Definitions and Types of entrepreneurs, Characteristics/traits associated with


entrepreneurs, Entrepreneurial Environment and Motivation, Role of entrepreneurship in the developing society, The
media entrepreneur
UNIT-II Introduction to Media Management 9

Different Schools of Management, Difference between Entrepreneurs and Managers, The Media Industry today and its
emerging trends, The Indian entertainment and media business Concepts of strategic Media Management, Customer
Relationship Management in Media Industries.
UNIT-III Introduction to Media Economics 9

Introduction to Media Economics, Basic concepts of Financial Management, Personnel management in Media
Organisations, Issues in Audience Management, Digital Media Management,

UNIT-IV Introduction to Corporate Social Responsibility 9

Introduction to Corporate Social Responsibility, Convergence, Globalisation and Media Management

UNIT-V Media Event Management 9

Identifying core concepts behind the event, Strategic planning, Group Sustainability, Introduction to Resource
Mobilisation, Event Marketing, Event documentation and evaluation
Total Contact Hours: 45

Course Outcomes:
● Students will have explored the possibilities of taking up digital media entrepreneurship with guided
understanding of the dynamics of it.
● They will be well aware and trained in the aspects of establishment of entrepreneurial
firms in their specified area.
● They will be capable of branding and sustaining their own brand identity based on
effective client pitches and approaches.

● Students will have comprehended the global and national standards of digital media
entrepreneurship, industrial expectations and the possibilities they have ahead of them.

Text Book(s):
1. The Strategic Digital Media Entrepreneur John Wiley & Sons; Illustrated edition (30 October 2018)
2. Marketing Management. New jersey, Pearson Education Inc.

CO - PO – PSO matrices of course

PO/PSO PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3

CO

CD19P11.1 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

CD19P11.2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

CD19P11.3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

CD19P11.4 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

CD19P11.5 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Average
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Mapping

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High) If there is no correlation, put “-“

Subject Code Subject Name Category L T P C

CD19P12 VISUAL EFFECTS PE 0 0 6 3


Objectives:
❖ To gain a comprehensive understanding about the VFX pipeline.
❖ To create convincing and photo real renders.
❖ To understand concepts such as 3D modelling.
❖ To Learn Texturing, Lookdev.
❖ To Learn Match Moving and Compositing.

List of Experiments (If applicable)

1 Recording the raw footage.


2 Introduction to After effects.
3 Introduction to 3D software.
4 Modeling in Blender.
5 Texturing.
6 Effects.
7 Match moving.
8 Lighting and Rendering.
9 Compositing and Color correction.

10 Mini Project

Total Contact Hours : 90

Course Outcomes:

On completion of the course, the students will be able to


● ●Bring the textures into Blender.
● ●Create a 3D model
● ●Create visual effects like smoke, fire.
● ●Have the skills as a 3D artist, Lookdev Artist, Matchmover, FX Artist, Technical Artist.
● ●Create a portfolio.

Web links
● Fundamentals of VFX | Udemy
● VFX Production On-Set: Becoming a Visual Effects Supervisor | Udemy
● VFX Keying: Master Course (linkedin.com)
● Visual Effects: Online Courses, Training and Tutorials on LinkedIn Learning
● Creating a Short Film: 10 VFX Effects (linkedin.com)
● After Effects CC: Beginner's Guide to VFX Visual Effects | Udemy
● https://en.wikipedia.org/wiki/Rule_of_thirds
● https://www.youtube.com/watch?v=Rzc-luz9cns&ab_channel=vfxexpert
● https://www.youtube.com/playlist?list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY
● https://www.youtube.com/watch?v=XeBUfMKKZDo&ab_channel=BlenderGuru

CO-PO– PSO matricesof course

PO/PSO
PO1 PO PO3 PO4 P P P P PO9 PO PO PO PS PS PSO
3
CO 2 O O O O 10 11 12 O O

5 6 7 8 1 2

CD19P12.1 - 2 1 2 2 1 1 - 3 1 3 2 3 2 3

CD19P12.2 - 3 3 3 3 2 2 - 3 2 - 2 3 3 3

CD19P12.3 - 3 2 3 3 2 3 - 2 - 3 2 3 1 3

CD19P12.4 - 3 1 3 3 3 2 2 2 2 3 2 2 - 2

CD19P12.5 - 3 2 2 2 2 2 2 2 2 3 2 3 2 3

Average - 2.8 1.8 2.6 2.6 2 2 2 2.4 1.75 3 2 2.8 2 2.8

Correlation levels1,2 or3areasdefinedbelow:


1:Slight (Low) 2: Moderate (Medium)3: Substantial
(High)Nocorrelation:“-”

Subject Code Subject Name Category L T P C


AI19P52 AI FOR GAME PROGRAMMING PE 2 0 2 3

Objectives:
To learn the fundamentals of Game programming.
To understand the 3D Graphics, vertex and pixel shader.scenes.
To learn the various PyGame Development process and its design attributes.
To interpret working knowledge in various game platforms.
To familiarize various games using reinforcement learning.

UNIT-I INTRODUCTION 6
Elements of Game-Game Architecture-Application Layer-Game Logic-Game View for the Human Player-Game View
for AI agents-Networked Game Architecture-Remote Game View-Remote Game Logic.(Text Book 1: Chapter 2)
UNIT-II 3D GRAPHICS 6
3D Graphics Basics- Pipeline-3D MATH 101-Vector Classes-Matrix Mathematics-Quaternion Mathematics.
3D Vertex and Pixel Shader : Vertex Shader Syntax-Compiling the vertex shader-The pixel shader-Rendering the shader
Helper Classes. 3D Scenes: Graph Basics-Special Scene Graph Nodes.( Text Book 1: Chapter 14,15,16)
UNIT-III PYGAME AND 3D AND PYPLATFORMERS 6
Installing Packages-Getting started with OpenGL-Adding the Pygame Library-Drawing the openGL-Basic Collision
Detection Game-An introduction to Game Design-Introducing Pymunk-Building a Game Framework-Developing
Pyplatformers.( Text Book 2 : Chapter 5 & 6)
UNIT-IV AUGMENTING A BOARD GAME WITH COMPUTER VISION 6
Planning the checker application-setting up OpenCV and Other dependencies-Supporting multiple version of Open CV-
Configuring Cameras-Working With Colors-Building the analyser-Converting OpenCV images for wxPython-Building
the GUI Application-Troubleshooting the projects.( Text Book 2 : Chapter 7)
UNIT-V REINFORCEMENT LEARNING AND GAMES 6
Intelligence and Games- Reinforcement Learning - Heuristic Planning - Adaptive Sampling-Deep Supervised Learning-
Deep Reinforcement Learning.(Text Book 3:Chapter 2, 3,4, 5 and 6)
Contact Hours : 30

List of Experiments (can be implemented using any tools: Play Canvas, jMonkey Engine, Direct 3D 11, Scratch ,
Python or Unity.)
1. Texture the Triangle using Direct 3D 11.
2. Programmable Diffuse Lightning using Direct3D 11.
3. To Implement Make Bouncing Ball Game.
4. To Implement " virtual pet" game.
5. To Implement " treasure hunt " game.
6. To Implement Shooting games.
7. To Implement Tynker games.
8. Introduction about PyGame, Unity software.
9. Learning 2D Game Development with Unity.
Contact Hours : 30
Total Contact Hours : 60

Course Outcomes:
On completion of the course, the students will be able to
Explain the need for Game programming.
Integrate various concepts and techniques of 3D Game design.
Design and model interactive game.
Explain the need for advanced game development platforms.
Design and develop games using reinforcement learning.
Text Books:
Mike “MrMike” McShaffry and David “Rez” Graham, “Game Coding Complete,Fourth Edition”, Course
1 Technology PTR, A part of Cengage Learning.
2 Alejandro Rodas de Paz,Joseph Howse, “Python Game Programming By Example”, Packt Publishing,2015.
3 Learning to Play (Springer),Reinforcement Learning and Games by Aske Plaat,2020.

Reference Books:
Jeremy Gibson, “Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game
1
with Unity and C#”, Addison-Wesley Professional, 2 nd edition, 2016.
2 John Horton, “Learning Java by Building Android Games”, Packt Publishing Limited, 1st edition, 2015.
3 Jorge Palacios, “Unity 5.x Game AI Programming Cookbook”, Packt Publishing Limited, 1st edition, 2016.

Web link:

1. https://docplayer.net/62131747-Python-game-programming-by-example.html

2. https://www.3dgep.com/introduction-opengl/

3. https://link.springer.com/chapter/10.1007/978-3-642-27645-3_17

CO - PO – PSO matrices of course

PO/PSO
P P P P P P P P P P P P PS PS PS

CO O O O O O O O O O O O O O O O

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3

AI19P52 .1 1 2 2 2 2 - - - - - - - 1 1 -

AI19P52 .2 2 2 3 2 2 - - - - - - - 2 2 -

AI19P52.3 2 2 3 3 3 - - - - - 2 - 3 3 -
AI19P52.4 2 2 3 3 3 - - - - - 2 - 3 3 2

AI19P52.5 2 2 3 3 3 - - - - - 2 - 3 3 2

Average 1.8 2 2.8 2.6 2.6 - - - - - 1.2 - 2.4 2.4 0.8

Correlation levels 1, 2 or 3 are as defined below:


1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)
No correlation: “-”
Subject Code Subject Name(LabOrientedTheoryCourse) Category LT P C
CD19P13 FILM MAKING AND RADIO PODCASTING PE 20 2 3

Objectives:
To demonstrate the critical study of cinema, inform their filmmaking and that the study and practice of film production enhance

their work as film scholars and analysts.
To demonstrate and understand the pre-production, production, and postproduction filmmaking process.

To identify relationship between film form and aesthetic effect through both film analysis and the creation of motion pictures.

To conduct film research and compose cogent, persuasive, and valid essays about film.

UNIT-I INTRODUCTION TO FILMS/CINEMA 5


History of films -Types of films process of filmmaking - Various departments in films: Pre-production, Production, Post-
Production - Film Language (Shot, Scene, Camera Movements) Basic thought, Story, Screenplay – Shooting - Script, Basic
thought, Story, Screenplay, Shooting Script - Revisualization ( Shot Division, Story Boarding) Project Designing & Planning
Scheduling (Creating grid, arranging scenes, characters & crew needed, Budgeting.

UNIT-II DIRECTION AND CINEMATOGRAPHY 5


Direction - Introduction - work of director Types of directors & duties of each Break downs, Camera - Photography And
Cinematography - Types of cameras, Intro to cameras & their function Types of lenses Lighting for films Basic lighting
techniques & equipment’s - Types of lights Light accessories Interior & Exterior lighting - creative cinematography -
Characterization through Camera
UNIT-III SOUND AND AUDIO PRODUCTION 5
Sound/Audio - Introduction - Work of Sound recordist & boom operator - Recording equipment’s, - Types of microphones &
headphones, their qualities, mic techniques Terminologies & aspects of audiographer - Sound recording/Dubbing & voice
over techniques
UNIT-IV EDITING AND COLOUR CORRECTION 5
Editing - Introduction - Editing basics, Equipment’s, creating rough cut, Fine cutting - applying transitions, synchronization
of scenes - color correction - titling Digital Integration - Creating Final output For Cinema Theatres &Tv - Art Direction -
Introduction - Production designing Basic concepts - Techniques Dressing a Set - Arranging property Location alternation

UNIT-V RADIO PODCASTING 6


Basics of communication. Characteristics, strengths & limits of audio; The physics of sound; History of broadcast, AM, FM,
All India Radio - Podcasting and internet radio, community radio - layout, recording equipment, microphones, mixers and
transmitters - Introduction to various radio formats - news and entertainment. Public service advertisements - Voice
modulation, presentation skills, vocal dynamics and live compering. Podcasting styles, Recording /production techniques.
Editing principles. Creating sound effects. Sound concerning visuals. The function of sound, silence and music on the radio.
Technology and software used.
Total Contact Hours : 30
Course Outcomes:
On completion of the course students will be able to
Identify, formulate and solve complex media design challenges using fundamental principles

involved in technology, design and storytelling.
Use Modern Tool / Techniques, Select, adapt, and apply appropriate tools, techniques, resources

to various activities, with an understanding of their boundaries.
Conduct Investigations of complex production and distribution problems: Use research-based

knowledge and research methods, analysis and interpretation of data, and synthesis of the
information to provide valid conclusions.
Apply knowledge of storytelling, develop interesting plots, subplots, in fiction and non- fiction

space.
Create content in live action medium with requisite CG essentials.

List of Experiments
1 Design a Music track by rearranging available music.

2 Record a voice and Remove background noise and equalize the sound.

3 Create a New Podcast Project I.

4 Create a New Podcast Project II.

5 Write a new script for a short story.

6 Design a storyboard using the script.

7 Handle various lenses and camera for shooting the short film.

8 Shoot required sequences for the story.

9 Edit the videos and order them in a sequence.

10 Add Sound effects and video effects to the film.

11 Render the film in various formats.

12 Final Project.

Contact Hours : 30

Total Contact Hours : 60

Text Book(s):
1. Hollywood Producers Directory, J. Douma& D. Perez, 2016.
2. Making Movies, Sidney Launet, 1996.
3. In the Blink of an Eye, Walter Murch, 2001.
4. Storytelling in Radio and Podcasts: A Practical Guide, Sven Preger, 2021.
Reference Books(s):
1 The Filmmaker's Handbook: A Comprehensive Guide for the Digital Age: Fifth Edition, 27 November 2012
2 On Directing Film, David Mamet, 1992.
CO-PO– PSOmatricesof course

PO/PSO
PO1 PO PO3 PO4 P P P P PO9 PO PO PO PS PS PSO
3
CO 2 O O O O 10 11 12 O O

5 6 7 8 1 2

CD19P13.1 3 2 1 2 2 1 1 3 3 1 3 2 3 2 3

CD19P13.2 3 3 3 3 3 2 2 3 3 2 - 2 3 3 3

CD19P13.3 3 3 2 3 3 2 3 3 2 - 3 2 3 1 3
CD19P13.4 3 3 1 3 3 3 2 2 2 2 3 2 2 - 2

CD19P13.5 3 3 2 2 2 2 2 2 2 2 3 2 3 2 3

Average 3 2.8 1.8 2.6 2.6 2 2 2.6 2.4 1.75 3 2 2.8 2 2.8

Correlation levels1,2 or3areasdefinedbelow:


1:Slight (Low) 2: Moderate (Medium)3: Substantial
(High)Nocorrelation:“-”

Subject Code Subject Name Category L T P C


AI19P53 MOBILE TECHNOLOGY PE 3 0 0 3

Objectives:
To understand the basic concepts of mobile computing.
To learn the basics of mobile telecommunication system.
To study the basic evolution of Modern Mobile Wireless Communication Systems.
To be familiar with the network layer protocols and Ad-Hoc networks.
To gain knowledge about different mobile platforms and application development.

UNIT-I INTRODUCTION 9
Introduction to Mobile Computing – Applications of Mobile Computing- Generations of Mobile Communication
Technologies- Multiplexing – Spread spectrum -MAC Protocols – SDMA- TDMA- FDMA- CDMA (Chapter 1,2 and
3 of T1)
UNIT-II MOBILE COMMUNICATION SYSTEMS 9
GSM-System architecture-DECT - System architecture-TETRA-UMTS and IMT-2000-Broadcast systems-Digital
audio broadcasting -Digital video broadcasting-Convergence of broadcasting and mobile communications (Chapter 4
and 6 of T1)
UNIT-III 4G NETWORKS 9
Personal Area Networks: PAN - Public wide-area Wireless Networks -First Generation (1G) Wireless Networks -
Second Generation-GSM architecture and protocol(2G) Wireless Cellular Networks - Third Generation (3G) Wireless
Networks - Vision for 4G- Cellular Mobile Wireless Network- Description of cellular system- Channel Assignment
Schemes in cellular networks- Cellular Communication Principle-Radio Resource Management (Chapter 2,3,6,8,and
11 of R2)
UNIT-IV WIRELESS NETWORKS 9
Mobile IP – DHCP – AdHoc– Proactive protocol-DSDV, Reactive Routing Protocols – DSR, AODV , Hybrid routing
–ZRP, Multicast Routing- ODMRP, Vehicular Ad Hoc networks ( VANET) –MANET Vs VANET – Security. (Chapter
8 of T1)
UNIT-V MOBILE PLATFORMS AND APPLICATIONS 9
Mobile Device Operating Systems – Special Constraints & Requirements – Commercial Mobile Operating Systems –
Software Development Kit: iOS, Android, BlackBerry, Windows Phone – MCommerce – Structure – Pros & Cons –
Mobile Payment System – Security Issues(Chapter 9,10 and 11 of T2) and (Link 1,2,3 and 4)
Contact Hours : 45

Course Outcomes:
On completion of the course, the students will be able to
Explain the basic concepts of mobile communication.
Apply the concepts of mobile telecommunication systems.
Apply different generation of mobile technology.
Determine the functionality of MAC, network layer and Identify a routing protocol for a given Ad hoc network.
Develop a mobile application using android/blackberry/ios/Windows SDK.

Text Books:
1 Jochen Schiller, ―Mobile Communications‖, PHI, Second Edition, 2003
Prasant Kumar Pattnaik, Rajib Mall, ―Fundamentals of Mobile Computing‖, PHI Learning Pvt.Ltd, New Delhi –
2 2012.

Reference Books:
Dharma Prakash Agarval, Qing and An Zeng, “Introduction to Wireless and Mobile systems”,Thomson Asia Pvt
1
Ltd, 2005
Wireless Communications and Networks, 3G and beyond, ITI Saha Misra, TMH, 2009, 2013 by the McGraw Hill
2 Education (India) Private Limited
William.C.Y.Lee,―Mobile Cellular Telecommunications-Analog and Digital Systems‖, Second
3 Edition,TataMcGraw Hill Edition ,2006.
4 Principle of wireless Networks by Kaveh Pahlavan and Prashant Krishnamurthy, Pearson 2002.
Web link:

1. Android Developers : http://developer.android.com/index.html

2. Apple Developer : https://developer.apple.com/

3. Windows Phone DevCenter : http://developer.windowsphone.com

4. BlackBerry Developer : http://developer.blackberry.com

CO - PO – PSO matrices of course

PO/PSO
P P P P P P P P P P P P PS PS PS
O
CO O O O O O O O O O O O O O O 3
1 2 3 4 5 6 7 8 9 10 11 12 1 2

AI19P53.1 - 2 - 2 - - - - - - - 2 2 1 1

AI19P53.2 2 2 3 2 2 1 - - 2 1 - 2 1 2 1

AI19P53.3 1 2 2 3 2 2 1 1 - - - 3 2 3 2
AI19P53.4 1 2 3 2 3 1 - 2 1 - - 1 - - -

AI19P53.5 1 2 3 2 3 1 - 2 1 - 2 2 - - -

Average 1.2 2 2.8 2.2 2.5 1.2 1 1.8 1.3 1 2 2 1.5 2.5 1.5

Correlation levels 1, 2 or 3 are as defined below:


1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)
No correlation: “-”
Subject Code Subject Name Category L T P C
CD19P05 UI and UX Design (Lab Integrated Theory course) 2 0 4 4
Common to

Objectives:
● To learn the fundamentals of User Interface Design.

● To learn the fundamentals of User Design Elements.

● To study the principles of heuristic evaluation for interactive design.

● To familiarize the facets of User Experience (UX) Design, particularly as applied to the digital artifacts.

● To understand the appreciation of user research, solution conceptualization and validation as interwoven
activities in the design and development lifecycle of a product.

UNIT-I THE USER INTERFACE— AN INTRODUCTION AND OVERVIEW 6


Basics of User Interface-Importance of User Interface-Principles of UI-User Interface Design Process-Understand the
Principles of Good Design: What screen user wants, what screens users do, Interface Design Goals-Technological
Considerations in Interface Design, User Centered Design Basics.
UNIT-II THE USER INTERFACE DESIGN ELEMENTS 6
Introduction to Menus: Structure of Menus, Functions of Menus, Contents of Menus, Formatting of Menus, Selecting
and Navigating Menus, Kinds of Graphical Menus-Windows: Window Characteristics, Types of windows, window
Management, Organizing Window Functions-Device and Selection-Based Controls.
UNIT-III EVALUATION OF INTERACTIVE DESIGN 6
Introduction to Interactive Design process – Interactive design in practice – Introducing evaluation – Evaluation:
Inspection, Methods, Usability in Design, Analysis and Models – Inspection: Heuristic Evaluation: 10 Heuristic
Principles, Examples – Case study: A Heuristic Evaluation of Big basket application.
UNIT-IV INTRODUCTION TO USER EXPERIENCE 6
Basics of UX design Process-Elements of UX-Design Thinking Techniques: Scenarios, Brainstorming, Design Tools-
Techniques for Contextual Enquiry, User Interviews, Competitive Analysis for UX, Wire-Framing and Prototyping
Techniques
UNIT-V UX RESEARCH TECHNIQUES 6
Research planning: Goals of Research, The Format of the plan-Competitive Research: Methods, Focus Groups, Card
Sorting, Usability testing, Iterative Product Development, Concept Development - User review and Feedback, UX
Case study of Sport360.fit app
Total Contact Hours: 30

Description of the Experiments Contact Hours: 60

1. Develop and design a mobile or web application to change background color and menus.

2. Redesign canteen menu to increase the ease of use and ease of functionality (Grid and Menu Views)

3. Heuristic Evaluation: Group Assignment initiation (Website and App) Evaluation for key tasks of the app or
website for heuristic principles, severity, recommendations.

4. Students will identify a project in the given domain (Healthcare, E-Commerce, Online Learning Platforms,
Gaming, Booking, Music) and its related website or mobile app to redesign. They will take this redesign
project through the design lifecycle:
Discovery

Define

Design
Implement (Design Prototype)

Usability Testing

The below design methods and techniques will be imparted w.r.t. the group project selected by the students.

5. Persona Creation for the group project

6. Task flow detailing for the project.

7. Project Prototyping Iteration 1 and 2.

8. Pick your favourite design agency. Redesign their contact page in a more user-friendly way.

Contact Hours : 60
Total Contact Hours : 90

Course Outcomes:
On completion of the course, the students will be able to
● Understand the fundamentals and importance of User Interface Design.

● Learn and able to design the fundamentals of User Design Elements

● Perform design evaluation by applying the heuristic principles.

● Develop an application focusing on the design aspects based on the user Experience.

● Understanding research on user requirements and Iterative Product Development.

SUGGESTED ACTIVITIES (if any) (UNIT/ Module Wise) – Could suggest topic

● Problem solving sessions


● Flipped classroom - Comparing SOA with Client-Server and Distributed architectures
● Survey on various storage technologies
● Activity Based Learning
● Implementation of small module

SUGGESTED EVALUATION METHODS (if Any) (UNIT/ Module Wise) – could suggest topic
● Tutorial problems
● Assignment problems
● Quizzes
● Class Presentation/Discussion

Text Book(s):
1. Wilbent. O. Galitz ,“The Essential Guide To User Interface Design”, John Wiley &
Sons,2nd Edition, 2001.

2. Jenny Preece, Helen Sharp and Yvonne Rogers, “Interaction Design: Beyond Human-Computer Interaction”,
3rd Edition, 2004.
3. Jesse James Garrett, The Elements of User Experience: User-Centered Design for the Web and Beyond, 2nd
Edition, 2010.

Reference Books(s) / Web links:


● Alan Cooper and Robert Reimann, “About Face”, John Wiley, 4th Edition.

● Elizabeth Goodman, Mike Kuniavsky, Andrea Moed, “Observing the User Experience: A Practitioner's
Guide to User Research”, 2nd Edition, 2012.

● Jonny Schneider, “Understanding Design Thinking, Lean, and Agile”, 1st Edition, 2020.

Web links for virtual lab (if any)


● https://uxdesign.cc/designing-better-links-for-websites-and-emails-a-guideline-5b8638ce675a

● https://bootcamp.uxdesign.cc/100-weblinks-for-ux-ui-designers-31884d1f0140

● https://www.tutorialspoint.com/mobile-ui-and-ux-design/index.asp
CD19P10 INTRODUCTION TO DATA SCIENCE 2 0 2 3

Unit – I: Introduction
Introduction to Data Science – Evolution of Data Science – Data Science Roles –
Stages in a Data Science Project – Applications of Data Science in various fields –
Data Security Issues.

Unit – II: Data Collection and Data Pre-Processing


Data Collection Strategies – Data Pre-Processing Overview – Data Cleaning – Data
Integration and Transformation – Data Reduction – Data Discretization.

Unit – III: Exploratory Data Analytics


Descriptive Statistics – Mean, Standard Deviation, Skewness and Kurtosis – Box Plots
–Pivot Table – Heat Map – Correlation Statistics – ANOVA.

Unit – IV: Model Development


Simple and Multiple Regression – Model Evaluation using Visualization – Residual
Plot –Distribution Plot – Polynomial Regression and Pipelines – Measures for In-
sample Evaluation – Prediction and Decision Making.

Unit – V: Model Evaluation


Generalization Error – Out-of-Sample Evaluation Metrics – Cross Validation –
Overfitting –Under Fitting and Model Selection – Prediction by using Ridge
Regression – Testing Multiple Parameters by using Grid Search.

REFERENCES:
1. Jojo Moolayil, “Smarter Decisions : The Intersection of IoT and Data Science”,
PACKT, 2016.
2. Cathy O’Neil and Rachel Schutt , “Doing Data Science”, O'Reilly, 2015.
3. David Dietrich, Barry Heller, Beibei Yang, “Data Science and Big data Analytics”,
EMC 2013
4. Raj, Pethuru, “Handbook of Research on Cloud Infrastructures for Big Data
Analytics”, IGI Global.
Subject Code L T P C
Subject Name
CD19701 Fundamentals of Video Editing for Engineers PC
1 0 4 3

Objectives:

To develop learners’ skills in, and understanding of, moving image post-production processes. To

explore the professional practice of editing, and developing their own technical and creative skills.

 To develop an understanding of how their work can affect the final outcome of a production.

This subject would cover the techniques and methodology of Video Editing, it would focus on the

techniques used for video and sound reinforcement, to fulfil the present day designing needs

UNIT-I HISTORY OF VIDEO EDITING 3

Video editing pipeline, Workspace of Software, Metadata, Playback menus, Sequences design, Team Projects
Pipeline, Bit and color theory .Introduction to Adobe Premiere Working with Timeline Adding Transitions
Adding Sound Clips Introduction to Editing (Adobe premiere).
UNIT-II ANALYZE THE PURPOSE OF TAKING A SHOT 3

To take a shot( Analyze the purpose of taking a shot), Shot to shot transition, keying ,Basic techniques of
building a scene, Pace & Time, Rough cut. Frame rate frame dimension, Windows Shortcut keys ,Camera
Trimming, Title toll Working with effects ,Freeze frame.
UNIT-III PRODUCE AN ANIMATIC 3

The art of voiceover, how to lend voice to a short film, Multi cam editing, Dub matching and track lying.
Color correction for a final project or a movie. Trim to fill, fit to fill ,Nesting effects, Load filer, fade ,
effects, Capturing.

UNIT-IV PRINCIPLES OF VIDEO EDITING 3

Stages of editing, selection of shots, assembly and fine cut, principles of continuity editing. creating transitions, basic
transitions, cut, dissolve, types of editing fade in, and fade out, intercut, cross cut, jump cut, Color boors, create tone
media, Multi camera Presets
UNIT-V TITLES AND EFFECTS 3

WORKING WITH SOUND Non liner editing Techniques, Capturing Importing footage Organizing footage, in bins
Developing sequences and exporting Video Capture and Import. Green & blue mat effects. Color corrections.

Total Contact Hours : 15


Lab Experiments

LIST OF EXPERIMENTS:

1. COLOR GRADING & COLOR CORRECTION


2. AUDIO EDITING & SOUND MIXING
3. MOTION GRAPHICS & MAKE A STOP-MOTION ANIMATED SCENE
4. VISUAL EFFECTS.
5. GREEN & BLUE MATE EFFECTS
6. TITLE & TEXT ANIMATION
7. VIDEO ANIMATION & EFFECTS
8. ADD FILM EDITING
9. SHORT FILM MAKING
10. MAKE A VIDEO EDITING (PORTFOLIO).

Contact Hours:60
Total Contact Hours : 75

Course Outcomes:

On completion of the course, the students will be able to



Describe the Historical development of editing.
 Explain stages of editing, selection of shots, assembly & fine cut, principles of continuity
editing.
Create basic transitions like cut, dissolve, fade in, fade out, and intercut, cross cut, jump cut.Do

the titles and credits using linear, on linear, offline, online editing through final cut pro andavid.

Do the sound editing using nonlinear editing techniques, capturing & importing footage

Describe the Historical development of editing.

Text Books(s):

1 Video Production VasukiBelavadi Oxford press 2013 1st edition


2 Adobe Premiere Pro CC Classroom in a Book Maxim jago Adobe 2018 12 edition

Reference Book(s) / Web link(s):

1 Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema - David
Sonnenschein. 1980.
2 Sound Systems: Design and Optimization: Modern Techniques and Tools for Sound System 2012

CO - PO – PSO matrices of course

CO vs PO PO PO PO PO PO PO PO PO PO PS PS PS
PO/PSO 1 2 3 4 5 6 7 8 9 10 O1 O2 O3
CO1 3 3 3 2 2 1 3 2 1 2 3 1 1

CO2 3 3 2 1 3 3 3 2 2 1 3 1 1

CO3 3 3 3 3 3 3 3 3 3 3 3 1 1

CO4 3 3 1 2 2 2 3 3 2 2 3 1 1

CO5 3 3 1 2 2 2 3 3 2 1 3 1 1

Target 1 2.2 2 1.8 2.4 1.6 2.4 2.6 2.4 1.6 1.8 1 2

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Code Subject Name L T P C

CD19P14 WEARABLE APPLICATIONS PE 2 0 2 3

Objectives:

To know the hardware requirement of wearable system
 To understand the communication and security aspects in the wearable devices
 To know the applications of wearable devices in the field of medicine
 To understand wearable mechanics
 To understand weight shift and work on center of gravity of body mechanics

UNIT-I INTRODUCTION TO WEARABLE SYSTEMS 6


AND SENSOR
Wearable Systems- Introduction, Need for Wearable Systems, Drawbacks of Conventional Systems for
Wearable Monitoring, Applications of Wearable Systems, Types of Wearable Systems, Components of
wearable Systems. Sensors for wearable systems-Inertia movement sensors, Respiration activity sensor,
Impedance plethysmography, Wearable ground reaction force sensor.
UNIT-II SIGNAL PROCESSING AND ENERGY
HARVESTING FOR WEARABLE DEVICES
Wearability issues -physical shape and placement of sensor, Technical challenges - sensor design,
signal acquisition, sampling frequency for reduced energy consumption, Rejection of irrelevant
information. Power Requirements- Solar cell, Vibration based, Thermal based, Human body as a heat
source for power generation, Hybrid thermoelectric photovoltaic energy harvests, Thermopiles
UNIT-III WIRELESS HEALTH SYSTEM 6
Need for wireless monitoring, Definition of Body area network, BAN and Healthcare, Technical
Challenges- System security and reliability, BAN Architecture – Introduction, Wireless communication
Techniques.
UNIT-IV SMART TEXTILE 6

Introduction to smart textile- Passive smart textile, active smart textile. Fabrication Techniques Conductive Fibres,
Treated Conductive Fibres, Conductive Fabrics, Conductive Inks.Case studysmart fabric for monitoring biological
parameters - ECG, respiration.

UNIT-V APPLICATIONS 6

Medical Diagnostics, Medical Monitoring-Patients with chronic disease, Hospital patients, Elderly

patients, neural recording, Gait analysis, Sports Medicine.

Total Contact Hours : 30


Lab Experiments

LIST OF EXPERIMENTS:

1. Introduction to Wearable Computing


2. Understanding Components (30 minutes)- Introduce the components that will be used in the exercise (Arduino
board, sensors, LEDs/displays, etc.). Explain the role of each component and how they interact to create a
wearable computing system.
3. Designing the Prototype (60 minutes)- Divide students into small groups. Task each group with designing a
simple wearable computing prototype. Examples could include a step counter, gesture- controlled LED display,
or temperature monitoring brace Encourage creativity in design and functionality while considering the
limitations of the components available.
4. Implementing the Prototype. Provide students with the necessary materials and tools. Guide them through the
process of connecting sensors, LEDs/displays, and other components to the Arduino board. Assist students in
writing the code to read sensor data, process it, and control the output (LEDs/displays). Emphasize the
importance of testing and troubleshooting during the implementation phase.
5. Testing and Presentation. Once the prototypes are complete, allow each group to test their wearable computing
device. Encourage students to observe how their device performs under different conditions and identify any
potential improvements. Each group presents their prototype to the class, explaining its design, functionality,
and potential applications.
6. Discussion and Reflection. Lead a discussion on the challenges faced during the design and implementation
process. Reflect on the potential real-world applications of wearable computing and its impact on various
industries. Encourage students to share their insights and ideas for future development in the field.

Contact Hours:30
Total Contact Hours : 45

Course Outcomes:

On completion of the course, the students will be able to

 Describe the concepts of wearable system.


 Explain the energy harvestings in wearable device.
 Use the concepts of BAN in health care
 Illustrate the concept of smart textile
 Compare the various wearable devices in healthcare system

Text Books(s):

1 Annalisa Bonfiglo and Danilo De Rossi, Wearable Monitoring Systems, Springer, 2011
2 Edward Sazonov and Micheal R Neuman, Wearable Sensors: Fundamentals, Implementation and Applications,
Elsevier, 2014

Reference Book(s) / Web link(s):


Sandeep K.S, Gupta, Tridib Mukherjee and Krishna Kumar Venkatasubramanian, Body Area Networks Safety,
1 Security, and Sustainability, Cambridge University Press, 2013.

2 Guang-Zhong Yang, Body Sensor Networks, Springer, 2006


Subject Code Subject Name L T P C

CD19P14 Introduction to Motion Graphics PC 2 0 2 3

Objectives:

To become visually literate, including competence with the non-verbal languages of art and design.
● To develop visual, verbal, and written responses to visual phenomena, and organize perception and
conceptualizations both rationally and intuitively.
● To learn the basic principles of storyboarding and project mapping.

● To educate the concept of tracking.

● To understand the usage of 3D in live action

UNIT-I INTRODUCTION TO GRAPHICS 6

General principles of motion graphics, - Different software‟s used for motion graphics, Photoshop, Final cut
pro, Premier Pro, After effects, Combustion, Nuke. - Create Pipeline for production. - Exercise for each
software differently. - Creating a story board
UNIT-II KEYING, ROTO AND TRACKING 6

Blue and Green Screens – Keyers for Compositing – Create Masks – Tracking and Stabilizing a Shot – Time
warp - Rotoscopy – Colour Grading – Mattes – Scene Salvage.
UNIT-III GRADING 6

Working with RGB, colour waveform, colour histogram, Curves Understanding the alpha value, Colour
grading of Computer generated objects, Adding the lights and shadow Matching light space and adjusting for
brightness and colour Mask the region Working with layer and node based software‟s.
UNIT-IV 3D GRAPHICS 6

Camera tracking in different software‟s - Combining of graphics elements into the live action Create and modify 3D
objects, Importing 3D materials to various software, Create a 3D title

UNIT-V AUDIO 6

Understanding audio properties, Working with different levels of audio, Different type of audio formats, Working with
multi track audio, Rendering the final mix down audio, Lip sync with the visual, Export the final output.

Total Contact Hours : 30

Lab Experiments
1. To implement Line, Circle and ellipse Attributes

2. To implement line drawing algorithms DDA line algorithm, Bresenham’s line algorithm

3. To perform 2D and 3D transformations

4. To perform animation using any Animation software (Create Frame by Frame Animations using multimedia
authoring tools)

5. To perform basic operations on image using any image editing software

6. To develop a presentation for a product using techniques like Guide Layer, masking and onion Skin using
authoring tools.

7. To create a Jpeg image that demonstrates the various features of an Image editing tool.

Course Outcomes:

On completion of the course, the students will be able to



Students will able to shoot the graphics video on their own.

understand the concept of grading.

assemble the green /blue mate footage.

work with the 3D environment digitally.
● understand the concept of rendering.

Text Books(s):

1 Blazer L. Animated storytelling: Simple steps for creating animation and motion graphics.
Peachpit Press; 2015.
2 . Ian Crook, Peter Beare, Motion Graphics: Principles and Practices from the Ground Up,
Bloomsbury Publishing, 2017.

Reference Book(s) / Web link(s):

1 Jackson C. After Effects for Designers: Graphic and Interactive Design in Motion. Focal
Press; 2018.
2 Jon Krasner, Motion Graphic Design: Applied History and Aesthetics Focal press, 2013.

CO - PO – PSO matrices of course

CO vs PO PO PO PO PO PO PO PO PO PO PS PS PS
PO/PSO 1 2 3 4 5 6 7 8 9 10 O1 O2 O3
CO1 3 3 3 2 2 1 3 2 1 2 3 1 1
CO2 3 3 2 1 3 3 3 2 2 1 3 1 1

CO3 3 3 3 3 3 3 3 3 3 3 3 1 1

CO4 3 3 1 2 2 2 3 3 2 2 3 1 1
CO5 3 3 1 2 2 2 3 3 2 1 3 1 1
Target 1 2.2 2 1.8 2.4 1.6 2.4 2.6 2.4 1.6 1.8 1 2

Note: Enter correlation levels 1, 2 or 3 as defined below:

1: Slight (Low) 2: Moderate (Medium) 3: Substantial (High)

If there is no correlation, put “-“


Subject Code Subject Name L T P C

CD19P06 Spatial Computing PC 2 0 2 3

Objectives:

● Understand the theoretical foundations of spatial computing.



Develop proficiency in spatial data structures and algorithms.

Explore various applications of spatial computing in diverse domains.
● Gain hands-on experience in building spatial computing applications.


Critically evaluate the societal implications and ethical considerations of spatial computing technologies.

UNIT-I INTRODUCTION TO SPATIAL COMPUTING 6

Overview of spatial computing concepts and applications-Historical context and evolution of spatial
computing-Importance of spatial data in modern computing Spatial indexing techniques (e.g., Quadtree, R-
tree)-Voronoi diagrams and Delaunay triangulations-Spatial hashing and grid-based methods

UNIT-II SPATIAL ALGORITHMS 6

Point-in-polygon testing and spatial queries-Nearest neighbor search-Line intersection and polygon clipping
algorithms Geographic Information Systems (GIS) Introduction to GIS and its components-Spatial analysis
techniques (buffering, overlay, proximity analysis)-GIS data formats and standards
UNIT-III AUGMENTED REALITY (AR) AND VIRTUAL 6
REALITY (VR)
Principles of AR and VR systems-Spatial tracking techniques (marker-based, markerless, SLAM)-Building
AR/VR applications with spatial computing Applications of Spatial Computing Urban planning and smart
cities-Location-based services (navigation, geocoding)-Environmental monitoring and natural resource
management
UNIT-IV ETHICAL AND SOCIETAL IMPLICATIONS 6

Privacy concerns in spatial computing-Bias and fairness in spatial data analysis-Regulation and policy considerations

UNIT-V PROJECT PRESENTATIONS AND WRAP-UP 6

Students present their spatial computing projects-Reflection on course learnings and future directions

Total Contact Hours : 30

Lab Experiments
1. Introduction to Spatial Data Handling, Introduction to GIS software (e.g., QGIS, ArcGIS) Importing and
displaying spatial data layers Basic spatial operations (e.g., buffer, clip) Lab Exercise: Create a simple map
using provided spatial data layers
2. Spatial Data Models and Structures Understanding vector and raster data models Introduction to spatial data
formats (e.g., Shapefile, GeoTIF Lab Exercise: Convert between vector and raster data formats
3. Spatial Queries and Analysis Performing spatial queries (e.g., point-in-polygon) Spatial analysis techniques
(e.g., proximity analysis) Lab Exercise: Analyze spatial relationships between different features
4. Spatial Databases Introduction to spatial database management systems (e.g., PostgreSQL/PostGIS) Creating
spatial databases and table Lab Exercise: Store and query spatial data in a spatial database
5. Geospatial Visualization Techniques for visualizing spatial data (e.g., choropleth maps,
6. heatmaps) Customizing map symbology and layout Lab Exercise: Create thematic maps to visualize spatial
patterns
7. Spatial Statistics Introduction to spatial statistics concepts (e.g., spatial autocorrelation) Performing basic spatial
statistical analysis Lab Exercise: Calculate and interpret spatial statistics for given datasets
8. Web Mapping and GIS Services Introduction to web mapping frameworks (e.g., Leaflet, OpenLayers)
Consuming GIS services (e.g., WMS, WFS) Lab Exercise: Develop a simple web map application using
provided GIS services
9. 8. Spatial Programming Introduction to spatial libraries in programming languages (e.g., GeoPandas in Python)
Writing scripts for spatial data processing and analysis Lab Exercise: Implement spatial analysis algorithms
using programming

Course Outcomes:

On completion of the course, the students will be able to



Students will able to understand spatial computing

understand the concept of spatial data and computing

Understand various applications in spatial domain

work with spatial applications
● understand the concept of AR VR

Text Books(s):

1 Spatial Computing: An Introduction" by Michael Worboys and Matt Duckham, 2016

2 Matt Duckham,” Decentralized Spatial Computing: Foundations of Geosensor”, 2018

Reference Book(s) / Web link(s):

1 Erin Pangalin”
Creating Augmented and Virtual Realities: Theory and applications, Wiley, 2018
2 Robin Lovalece, “Geocomputation with R”, Wiley 2019

CO - PO – PSO matrices of course

CO vs PO PO PO PO PO PO PO PO PO PO PS PS PS
PO/PSO 1 2 3 4 5 6 7 8 9 10 O1 O2 O3
CO1 3 3 3 2 2 1 3 2 1 2 3 1 1

CO2 3 3 2 1 3 3 3 2 2 1 3 1 1

CO3 3 3 3 3 3 3 3 3 3 3 3 1 1

CO4 3 3 1 2 2 2 3 3 2 2 3 1 1

CO5 3 3 1 2 2 2 3 3 2 1 3 1 1
Target 1 2.2 2 1.8 2.4 1.6 2.4 2.6 2.4 1.6 1.8 1 2

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