Signed TYBTech IT 2020
Signed TYBTech IT 2020
Curriculum for
T.Y. B.Tech
(Pattern – 2020)
CURRICULUM BOOK
Bansilal Ramnath Agarwal Charitable Trust's
Vishwakarma Institute of Information Technology
(An Autonomous Institute Affiliated to Savitribai Phule Pune University)
DEPARTMENT OF Mission
Vision and INFORMATION TECHNOLOGY
of the Department
• Vision
“To create professionally competent and globally acceptable IT engineers with social
awareness”.
• Mission
Educating budding engineers for, industry, academia, research and entrepreneurial pursuit
through rigorous implementation of IT curriculum
Inculcating IT skills to develop innovative solutions relevant to global issues
Imparting values to practice social and professional ethics.
CURRICULUM BOOK
3. 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.
4. 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.
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.
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.
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.
8. Ethics: Apply ethical principles and commit to professional ethics and responsibilities and
norms of the engineering practice.
9. Individual and team work: Function effectively as an individual and as a member or leader in
diverse teams and in multidisciplinary settings.
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.
11. 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.
12. 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.
CURRICULUM BOOK
T.Y.B.Tech.
2020 Pattern
Syllabus Structure
CURRICULUM BOOK
Bansilal Ramnath Agarwal Charitable Trust's
Vishwakarma Institute of Information Technology
(An Autonomous Institute Affiliated to Savitribai Phule Pune University)
Teaching
Examination Scheme
Cours Scheme
Course PR/ Total Credits
Course Title e
Code OR
Type CI SC ES
L T P ISE /T
E E E W
ARTIFICIAL
ITUA31201 TH 3 0 2 20 30 20 30 25 125 4
INTELLIGENCE
DATABASE
ITUA31202 MANAGEMENT TH 3 0 2 20 30 20 30 25 125 4
SYSTEMS
OPERATING
SYSTEMS AND
ITUA31203 TH 3 1 0 20 30 20 30 25 125 4
SYSTEM
PROGRAMMING
FORMAL
LANGUAGE
ITUA31204 TH 3 - - 20 30 20 30 - 100 3
& AUTOMATA
THEORY
PROFESSIONAL
ITUA31205 TH 3 1 0 20 30 20 30 25 125 4
ELECTIVE-I
ITUA31206 PROJECT - I CE 1 - 2 - - - - 25 25 2
MANDATORY
M3 AU - - - - - - - - - -
COURSE
Professional Elective - I
1. ITUA31205A HUMAN COMPUTER INTERACTION
2. ITUA31205B COMPUTER GRAPHICS
3. ITUA31205C INTERNET OF THINGS
CURRICULUM BOOK
Bansilal Ramnath Agarwal Charitable Trust's
Vishwakarma Institute of Information Technology
(An Autonomous Institute Affiliated to Savitribai Phule Pune University)
Teaching
Examination Scheme Total Credits
Scheme
Course Course PR/
Course Title OR
Code Type
IS SC /
L T P CIE ESE
E E T
W
DESIGN AND
ITUA32201 ANALYSIS OF TH 3 1 0 20 30 20 30 25 125 4
ALGORITHMS
ITUA32202 CLOUD TH 3 0 2 20 30 20 30 25 125 4
COMPUTING
ITUA32203 MACHINE TH 3 0 2 20 30 20 30 25 125 4
LEARNING
ITUA32204 PROFESSIONAL TH 3 1 0 20 30 20 30 25 125 4
ELECTIVE-II
OPEN ELECTIVE
(HUMANITIES AND
3 - - 20 30 20 30 - 100 3
SOCIAL TH
SCIENCE)
ITUA32205 PROJECT -II CE 1 - 2 - - - - 25 25 2
MANDATORY
M3 AU - - - - - - - - - -
COURSE
Professional Elective – II
1. ITUA32204A UI/UX DESIGN
2. ITUA32204B MULTIMEDIA AND AR/VR
3. ITUA32204C DIGITAL FORENSICS AND CYBER SECURITY
Theory: 1Hr. = 1 Credit, Practical: 2 Hrs. = 1 Credit Tut: 1 hr. = 1 Credit, Audit Course: No Credits
Mandatory Courses: Environmental Sciences, Induction training, Indian Constitution, Essence of Indian
Traditional Knowledge.
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SEM - I
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ARTIFICIAL INTELLIGENCE (ITUA31201)
Prerequisites: Discrete Mathematics, Data Structures, basic probability theory and statistics, Knowledge of any
programming language- (Python, GO)
Course Objectives:
To understand the various characteristics of intelligent agents and AI domain.
To learn the different search strategies in AI.
To learn how to represent knowledge in solving AI problems.
To introduce the concepts of Expert Systems and Machine Learning.
To know about the various applications of AI.
Course Outcomes:
After studying this course, students will be able to:
1. Recognize the characteristics of AI agents.
2. Apply various AI search algorithms to typical AI problems.
3. Recognize the importance of knowledge representation and planning.
4. Explain working knowledge of reasoning in presence of incomplete and or uncertain information.
5. Identify different learning techniques to make the system intelligent.
6. Write a paper for in depth exploration of the literature on an aspect of AI application.
Unit I - Introduction to AI and Intelligent Agents
Introduction–Human Intelligence, comparison between Man and Machine, Definition -The Turing Test –
Characteristics of Intelligent Agents–Typical Intelligent Agents – Environment, Environment Types, Problem
Solving Approach to Typical AI problems, Domains of AI, Brief of Application of AI. Introduction to Basic
concept of Machine Learning (ML), Deep Learning (DL) and Data Science (DS). AI vs ML vs DL vs DS.
Case Study- 1 : AI for everyone/ Building AI Projects
Case Study- 2 : AI and Society / Ethics for AI
Unit II – Heuristics Search and Game Playing
Defining the problem as a state space search, problem characteristics, Problem solving Methods - Search
Strategies- Uninformed - Informed - Heuristics - Local Search Algorithms and Optimization Problems -
Searching with Partial Observations - Constraint Satisfaction Problems – Constraint Propagation - Backtracking
Search. (Uninformed Search Strategies: Breadth-first search, Uniform-cost search, Depth-first search, depth-
first search, Informed (Heuristic) Search Strategies: Greedy best first search, A* search, Minimizing the total
estimated solution cost, Heuristic search techniques- Generate and test, Hill Climbing, Best-First Search,
Constraint satisfaction problems (CSP), Game Playing – Alpha Beta Pruning, Minimax search procedure.
Case Study - 3 : State of Art Game Programs and Analysis
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Production based system, Frame based system. Inference - Backward chaining, Forward chaining, Rule value
approach, Fuzzy reasoning - Certainty factors, Bayesian Theory-Bayesian Network-Dempster – Shafer theory.
Planning – Block world problem, components of a planning systems, Goal stack planning, Non-linear planning,
Hierarchical planning, least commitment strategy
Unit V- Learning and Expert System
Definition of learning, Forms of learning, Rote learning, learning by taking advice, Learning in problem
solving, Induction leaning, Explanation based learning, Formal learning theory. Connectionist models- learning
in Neural network Expert systems - Intelligent System Vs Expert system, Architecture of expert systems, Roles
of expert systems - Knowledge Acquisition –Meta Expert systems shells, Typical expert systems - MYCIN,
DART, XOON, RI,.
Unit VI - AI Applications and Advanced AI
Natural Language Processing- Introduction, Steps in the process, Spell checking, Language Models –
Information Retrieval- Information Extraction - Machine Translation – Speech Recognition , Image formation,
Image processing operations, Extracting 3D information, Object Recognition, Using vision for manipulation
and navigation. Robot – Hardware – Perception – Planning – Moving Case Study 4 : Applications of AI
List Of Assignments
1. Study Assignment: Compare different algorithms and evaluate their performance/cost. E.g. depth-first
search (DFS) to heuristic algorithms such as Monte Carlo tree search (MCTS. Since all of the studied
algorithms converge to a solution from a solvable deal, effectiveness of each approach to be measured
by how quickly a solution was reached, and how many nodes were traversed until a solution was
reached.
2. Assignment on Heuristic Search Techniques: Implement Best- first search (Best-Solution but not
always optimal)
3. Implementation of A* algorithm (Always gives optimal solution) for solving Puzzle problems.
4. Implementation of Min-Max Search Procedure with alpha beta pruning for finding the solutions of
games.
5. Assignment on Constraint Satisfaction Problem: Implement graph coloring problem. OR
Implementation of Constraint Satisfaction Problem for solving Crypt-arithmetic Problems. Solve any
one of the follow: Backtracking: Constraint Satisfaction Problem – 1) Seating Arrangement or
Computer CPU utilization 2) Analyze data from twitter or news to categorize them useful reading list
out of the whole clutter 3) Read data from images using OCR (optical character recognition) and OMR
(optical mark recognition) techniques – use open source libs
6. Implementation of Unification algorithm by considering Resolution concept.
7. Discuss a sample architecture of sensors/actuators which are operated by IA, agent function and
characteristics, types of agents (model-based, goal-based…), optimization of agent functions by
feedback learning. Support by suitable examples or practical case studies.
8. Mini-project on any one of the following concept (PBL): 1. Expert system 2. Game development 3.
NLP or Text Processing 4. Solving problem with AI.
1. Artificial Intelligence: A Modern Approach by Peter and Norvig ISBN-0-
13103805-
2. Artificial Intelligence by Elaine Rich, Kevin Knight and Nair ISBN-978-0-
Textbooks:
07008770-5, TMH
3. Artificial Intelligence by Patrick Henry Winston, Addison-Wesley Publishing
Company,ISBN 0-201-53377-4
1. Prolog Programming for A.I. by Bratko, TMH
Reference Books: 2. Artificial Intelligence by Saroj Kausik ISBN:- 978-81-315-1099-5, Cengage
Learning
CURRICULUM BOOK
3. Artificial Intelligence and Intelligent Systems by Padhy, Oxforfd University Press
4. Deepak Khemani, “A First Course in Artificial Intelligence”, McGraw Hill
Education(India), 2013, ISBN : 978-1-25-902998-1
5. Deepak Khemani ―Artificial Intelligence, Tata Mc Graw Hill Education 2013
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DATABASE MANAGEMENT SYSTEM (ITUA31202)
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Unit IV - Database Transactions and Query Processing
Basic concept of a Transaction, Transaction Management, Properties of Transactions, Concept of Schedule,
Serial Schedule, Serializability: Conflict and View, Testing conflict and view serializability, Recoverable and
Non-recoverable Schedules, Concurrency Control: Need, Locking Methods, Deadlocks, Time stamping
Methods, Different Crash Recovery methods such as Shadow-Paging and Log-Based Recovery: Deferred and
Immediate, Checkpoints, Introduction to Query Processing and Query Optimization.
Unit V – Database Architecture
Introduction to Database Architectures: Multi-user DBMS Architectures, Parallel Databases: Speedup and
Scale up, Architectures of Parallel Databases. Distributed Databases: Architecture of Distributed Databases,
Distributed Database Design, Distributed Data Storage, Distributed Transaction: Basics, Failure modes,
Commit Protocols, Concurrency Control in Distributed Database.
Unit VI - Advances in Databases and Big Data
Introduction to NoSQL, Structured verses Unstructured data, Different NoSQL Data Models, NoSQL using
MongoDB, CAP theorem and BASE Properties, Comparative study of SQL and NoSQL, Introduction to Big
Data, HADOOP- Building blocks of Hadoop, components of Hadoop-HDFS, MapReduce, HBASE, HIVE.
List of Assignments
1. Design any database with at least 3 entities and relationships between them. Apply DCL and DDL
commands. Draw suitable ER/EER diagram for the system.
2. Design and implement a database and apply at least 10 different DML queries for the following task.
For a given input string display only those records which match the given pattern or a phrase in the
search string. Make use of wild characters and LIKE operator for the same. Make use of Boolean and
arithmetic operators wherever necessary.
3. Execute the aggregate functions like count, sum, avg etc. on the suitable database. Make use of built in
functions according to the need of the database chosen. Retrieve the data from the database based on
time and date functions like now (), date (), day (), time () etc. Use group by and having clauses.
4. Implement nested sub queries. Perform a test for set membership (in, not in), set comparison
(<some, >=some, <all etc.) and set cardinality (unique, not unique).
5. Write and execute suitable database triggers. Consider row level and statement level triggers.
6. Write and execute PL/SQL stored procedure and function to perform a suitable task on the database.
7. Write a PL/SQL block to implement all types of cursors.
8. Execute DDL statements which demonstrate the use of views. Try to update the base table using its
corresponding view. Also consider restrictions on updatable views and perform view creation from
multiple tables.
Student group of size 3 to 4 students should decide the statement and scope of the project which will be refined
and validated by the faculty considering number of students in the group.
Draw and normalize the design up to at ER Diagram least 3NF in case of back end as RDBMS. Suggested
Directions for development of the mini project.
1. Build a suitable GUI by using forms and placing the controls on it for any application. (E.g Student
registration for admission, railway reservation, online ticket booking etc.). Proper data entry validations
are expected.
2. Develop two tier architecture and use ODBC/JDBC connections to store and retrieve data from the
database. Make a user friendly interface for system interaction. You may consider any applications like
employee management system, library management system etc.
Implement the basic CRUD operations and execute a transaction that ensures ACID properties.
Make use of commands like commit, save point, and rollback. You may use examples like transfer of money
from one account to another, cancellation of e-tickets etc.
CURRICULUM BOOK
1. Silberschatz A., Korth H., Sudarshan S, Database System
Concepts, McGraw Hill Publication, ISBN- 0-07-120413-X, Sixth
Edition.
2. Elmasri R., Navathe S., "Fundamentals of Database Systems", 4*
Edition, Pearson Education, 2003, ISBN 8129702282.
Textbooks: 3. Pramod J. Sadalage and Martin Fowler, ―NoSQL Distilled‖,
Addison Wesley, ISBN10: 0321826620, ISBN-13: 978-
0321826626
4. “Managing and Using MySQL”, Reese G., Yarger R., King
T., Williums H, 2nd Edition, Shroff Publishers and
Distributors Pvt. Ltd., ISBN 81 - 7366 - 465 – X
5. MongoDB: The Definitive Guide by Kristina Chodorow
1. Ramkrishna R., Gehrke J., "Database Management Systems", 3rd Edition,
McGraw-Hill, 2003, ISBN 0-07- 123151 –X.
Reference Books: 2. C J Date, ―An Introduction to Database Systems‖, Addison-Wesley, ISBN:
0201144719 Connally T., Begg C., "Database Systems", 3rd Edition, Pearson
Education, 2002, ISBN 81-7808-861-4
3. MongoDB, O’Reilly Publications.
4. Hadoop, O’Reilly Publications.http://docs.mongodb.org/manual.
CURRICULUM BOOK
OPERATING SYSTEMS AND SYSTEM PROGRAMMING (ITUA31203)
Prerequisites: Computer Organization and Architecture, Computer Organization and architecture, Processor
Architecture and Interfacing, Data Structures, Theory of Computation: DFA, NFA, Regular expressions,
Grammars.
Course Objectives:
To introduce basic concepts and functions of modern operating systems.
To understand the concept of process, thread management and scheduling.
To learn the concept of concurrency control.
To study various Memory and I/O Management techniques.
To study language processing fundamentals and assemblers.
To design macro processors.
Course Outcomes:
After completion of the course, student will be able to
1. Analyse the role of Modern Operating Systems.
2. Summarize the concepts of Process Control and Description.
3. Analyse concurrency and locking mechanism in OS.
4. Implement and analyse proper scheduling and memory management policies for the OS.
5. Interpret language processing fundamentals with detail designing of assembler.
6. Describe design of macro processor and working of linker and loader.
Unit I - Overview Of Operating System
Operating System Objectives and Functions, The Evolution of Operating Systems, Developments Leading to
Modern Operating Systems, Virtual Machines. BASH Shell scripting: Basic shell commands, shell as a
scripting language.
Unit II - Process Description and Control
Process: Concept of a Process, Process States, Process Description, Process Control (Process creation, Waiting
for the process/processes, Loading programs into processes and Process Termination), Execution of the
Operating System. Threads: Processes and Threads, Concept of Multithreading, Types of Threads, Thread
programming Using Pthreads. Scheduling: Types of Scheduling, Scheduling Algorithms, and Thread
Scheduling
Unit III - Concurrency Control
Process/thread Synchronization and Mutual Exclusion: Principles of Concurrency, Requirements for Mutual
Exclusion, Mutual Exclusion: Hardware Support, Operating System Support (Semaphores and Mutex),
Programming Language Support (Monitors). Classical synchronization problems: Readers/Writers Problem,
Producer and Consumer problem, Inter-process communication (Pipes, shared memory: system V). Deadlock:
Principles of Deadlock, Deadlock Modeling, Strategies to deal with deadlock: The Ostrich Algorithm, Deadlock
Prevention, Deadlock Avoidance, Deadlock detection and recovery, An Integrated Deadlock Strategy,
Example: Dining Philosophers Problem. Unix Concurrency Mechanism
Unit IV - Memory and I/O Management
Memory Management: Memory Management Requirements, Memory Partitioning: Fixed Partitioning,
Dynamic Partitioning, Buddy System, Relocation, Paging, Segmentation. I/O Management and Disk
CURRICULUM BOOK
Scheduling: I/O Devices, Organization of the I/O Function, I/O Buffering, Disk Scheduling (FIFO, SSTF,
SCAN, C-SCAN, LOOK, C-LOOK)
Unit V- Introduction to Systems Programming and Assemblers
Introduction: Need of System Software, Components of System Software, Language Processing Activities,
Fundamentals of Language Processing. Assemblers: Elements of Assembly Language Programming, A simple
Assembly Scheme, Pass structure of Assemblers, Design of Two Pass Assembler.
Unit VI – Macro-Processors, Loaders and Linkers
Macro Processor: Macro Definition and call, Macro Expansion, Nested Macro Calls and definition, Advanced
Macro Facilities, Design of two-pass Macro Processor.
Loaders: Loader Schemes, Compile and Go, General Loader Scheme, Absolute Loader Scheme, Subroutine
Linkages, Relocation and linking concepts, Self-relocating programs, Relocating Loaders, Direct Linking
Loaders, Overlay Structure, Linkers, Dynamic linking and loading.
List of Tutorial Assignments
1. Shell programming Write a program to implement an address book with options given
below: a) Create address book. b) View address book. c) Insert a record. d) Delete a record. e)
Modify a record. f) Exit.
2. The demonstration of FORK, EXECVE and WAIT system calls along with zombie and
orphan states. Implement the C program in which main program accepts an integer array. Main
program uses the FORK system call to create a new process called a child process. Parent
process sorts an integer array and passes the sorted array to child process through the command
line arguments of EXECVE system call. The child process uses EXECVE system call to load
new program that uses.
3. Thread management using pthread library. Implement matrix multiplication using
multithreading. Application should have pthread_create, pthread_join, pthread_exit. In the
program, every thread must return the value and must be collected in pthread_join in the main
function. Final sum of rowcolumn multiplication must be done by main thread (main function).
4. Inter process communication in Linux using Pipes: Full duplex communication between
parent and child processes. Parent process writes a pathname of a file (the contents of the file are
desired) on one pipe to be read by child process and child process writes the contents of the file
on second pipe to be read by parent process and displays on standard output.
5. Inter-process Communication using Shared Memory using System V. Application to
demonstrate: Client and Server Programs in which server process creates a shared memory
segment and writes the message to the shared memory segment. Client process reads the
message from the shared memory segment and displays it to the screen.
6. Thread synchronization using counting semaphores and mutual exclusion using mutex.
Application to demonstrate: producer-consumer problem with counting semaphores and mutex.
7. Reader Writer Problem solution with Mutex , Semaphore.
8. Implement the deadlock-free solution to Dining Philosophers problem to illustrate the
problem of deadlock and/or starvation that can occur when many synchronized threads are
competing for limited resources.
9. Study Pass I and Pass II of assembler.
10. Study macroprocessor.
1. William Stallings, Operating System: Internals and Design Principles, Prentice
Hall, ISBN-10: 0-13- 380591-3, ISBN-13: 978-0-13-380591-8, 8th Edition
2. Abraham Silberschatz, Peter Baer Galvin and Greg Gagne, Operating System
Textbooks: Concepts, WILEY, ISBN 978-1-118-06333-0 , 9th Edition
3. D. M. Dhamdhere, Systems Programming and Operating Systems, Tata
McGraw Hill, ISBN 13:978-0-07-463579-7, Second Revised Edition
4. Alfred V. Aho, Ravi Sethi, Jeffrey D. Ullman, Compilers Principles, Techniques
and Tools, Addison Wesley, ISBN:981–235–885 - 4, Low Price Edition.
5. John R. Levine, Tony Mason & Doug Brown, “Lex&Yacc”, O’Reilly.
CURRICULUM BOOK
1. Andrew S. Tanenbaum & Herbert Bos, Modern Operating System, Pearson,
ISBN-13: 9780133592221, 4th Edition
Reference Books: 2. Tom Adelstein and Bill Lubanovic, Linux System Administration, O’Reilly
Media, ISBN-10: 0596009526, ISBN-13: 978-0596009526.
3. J. J. Donovan, Systems Programming, McGraw-Hill, ISBN 13:978-0-07-
460482-3, Indian Edition.
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FORMAL LANGUAGE & AUTOMATA THEORY (ITUA31204)
Course Outcomes:
After completion of the course, student will be able to
1. Use the mathematical preliminaries with the help of proofs and lemmas for language derivation.
2. Understand Regular expression, its conversion to automata and its applications.
3. Understand different types of languages, grammars and removal of ambiguity in the grammar.
4. Construct pushdown automata for formal language and its applications.
5. Understand the concept of language acceptability by Turing machine and types of Turing machine.
6. Understand the recursive & recursively enumerable languages.
CURRICULUM BOOK
Push Down Automata- Definition, Notation, acceptance by final state, acceptance by empty stack,
Equivalence of PDA and CFG- Grammar to PDA, PDA to Grammar, Deterministic PDA and Non
Deterministic PDA. Closure Properties of CFLs.
Unit V – Turing machines
Turing machine Model, Representation of Turing machine, Language acceptability by Turing machine, Design
of Turing machine, Types of TM, Halting Problem, Applications of Turing Machine
Unit VI - Recursively Enumerable Languages
Recursively Enumerable and Recursive, Properties of recursive and recursively enumerable languages, Post
correspondence problem, The Classes P and NP: Problems Solvable in Polynomial Time, An Example:
Kruskal's Algorithm, Nondeterministic Polynomial Time, An NP Example: The Traveling Salesman Problem
Undecidability: Reducing one problem to another, Other unsolvable Problems. Tractable and In Tractable
Problems
1. Mishra K., Chandrasekaran N., 'Theory of Computer Science (Automata,
Languages and Computation)", Second Edition, Prentice Hall of India
Text books : 2. John C Martin. "Introduction to Language and Theory of Computation", Third
edition, Tata McGraw- Hill.
1. Hopcroft J., Motwani R., Ullman J., "Introduction to Automata Theory,
Reference Books : Languages and Computations", Third edition, Pearson Education Asia.
CURRICULUM BOOK
HUMAN COMPUTER INTERACTION (ITUA31205A)
CURRICULUM BOOK
Interaction Styles- Direct Manipulation and Virtual Environments, Menu Selection, Form Filling and
Dialog Boxes, Command and Natural Languages, Interaction Devices, Collaboration and Social
Media Participation
Exercise - Listing down scenarios for an application/system, critical task list for each scenario
Exercise - Creating a user journey map for a particular task
Unit IV - Design Issues
Introduction to UX design process and case study, Understanding Information Architecture,
Overview of tools. Understanding navigation models based on information architecture, High level
concept sketches/wireframes. Quality of Service, Balancing Function and Fashion, User
Documentation and Online Help, Information Search, Information Visualization.
Exercise - Open and closed card sorting technique - Creating information architecture for a system
Exercise - Creating low fidelity concept sketches for critical tasks of system/problems.
Unit V - UI Evaluation Techniques
What, why and when to evaluate, Design guidelines, Golden rules and heuristics, Goals of
Evaluation, Evaluation criteria, Evaluation through: Expert analysis, User participation, Testing
techniques - Formative and Summative testing, surveys, peer reviews and so on.
Case study - ROI on UX/HCI methodology
Unit VI - cognitive models
Cognitive models, Goal and Task hierarchy models, Linguistic models, Physical and Device models,
Design principles. Introduction to Prototyping tools, Understanding how UI Interaction & Prototype
Design works, UX -Industry overview. Prototyping / wire framing tool exercise: Design a small
mobile app design, along with user journeys and multiple interaction touch points using Figma or
Balsamiq.
Exercise - Conduct evaluation of different sample interfaces using different models.
List of Assignments
1. Design of Everyday Things: Find 3 unique usability problems in the day-to-day objects
that you have observed or encountered. Describe them in 3 slides in a presentation.
2. User Research: Contextual Inquiry: In groups of two, conduct an interview with a
newcomer to IIT Bombay in trying to understand their perspective on way-finding in the
campus. Record the audio with the user’s permission. (If the user disagrees, take notes
and prepare transcripts). Try to follow as many sutras of contextual inquiry as possible.
3. One-minute audio clips / transcripts from this interview on a Google classroom. Each clip
/ transcript should demonstrate your understanding of one of the sutras during the
interview. Name the audio file according to the sutra. In an accompanying Word/PDF
document, write a short (100 word) description of each audio file / transcript and a
justification of the sutra. You may embed photographs to establish the context of the
interview. Don't forget to list your names.
4. User Persona: Creating personae for different application in everyday use. Develop a
precise description of the user of the product in focus of the design and what the user
wishes to accomplish.
5. User journey and User journey maps: Listing down scenarios for an application/system,
critical task list for each scenario. Creating a user journey map for a particular task.
CURRICULUM BOOK
1. “Human Computer Interaction” by Alan Dix, Janet Finlay, ISBN
:9788131717035, Pearson Education (2004)
2. “Designing the User Interface - Strategies for Effective Human
Textbooks: Computer Interaction”, by Ben Schneiderman, ISBN: 9788131732557,
Pearson Education (2010).
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COMPUTER GRAPHICS (ITUA31205B)
Prerequisites: Data Structures and algorithms , Basic Mathematics, Geometry, linear algebra, vectors and
matrices
Course Objectives:
● Gain knowledge about graphics hardware devices and software used.
● Understand the two dimensional graphics and their transformations.
● Understand the three dimensional graphics and their transformations.
● Appreciate animation, illumination and color models.
● Understand OPENGL techniques.
Course Outcomes:
After studying this course, students will be able to
1. Understand two dimensional graphics.
2. Learn 2D and 3D graphics programming using OpenGL
3. Differentiate and implement various polygon filling/clipping algorithms
4. Study and apply transformations on 2D and 3D objects.
5. Design animation sequences.
6. Distinguish between Illumination and color models.
Unit I – Basic of Computer Graphics
Basic of Computer Graphics, Applications of computer graphics, pixel, frame buffer, resolution, aspect ratio.
Overview of graphics systems – Video display devices, Raster scan systems, Random scan systems, Graphics
monitors and Workstations, Input devices, Hard copy Devices, Graphics Software; Output primitives – points
and lines, line drawing algorithms-Digital Differential Analyzer (DDA), Bresenham line algorithms, Line
styles: thick, dotted and dashed. Circle drawing algorithm: DDA, Bresenham. Character generating methods:
stroke and bitmap method
Unit II - Graphics Programming using OPENGL
Why OpenGL, Features in OpenGL, OpenGL operations, Abstractions in OpenGL – GL, GLU & GLUT, 3D
viewing pipeline, viewing matrix specifications, a few examples and demos of OpenGL programs
Unit III – Polygons and Clipping Algorithms
Introduction to polygon, types: convex, concave and complex. Representation of polygon, Inside test, polygon
filling algorithms – flood fill, seed fill, scan line fill and filling with patterns. Windowing and clipping: viewing
transformations, 2-D clipping: Cohen – Sutherland algorithm, Polygon clipping: Sutherland Hodgeman
algorithm
Unit IV -2D and 3D Transformations
Two dimensional viewing – viewing pipeline, viewing coordinate reference frame; widow-to-viewport
coordinate transformation, Transformations and Matrices, Transformation Conventions, 2D Transformations,
Homogeneous Coordinates and Matrix Representation of 2D Transformations, Translations and Homogeneous
Coordinates, Rotation, Reflection, Scaling, Shear transformation Combined Transformation, Transformation
of Points, Transformation of The Unit Square, Solid Body Transformations, Rotation About an Arbitrary Point
3-D transformations: introduction, 3-D geometry, primitives, Stages in 3D viewing ,3-D transformations and
matrix representation, rotation about an arbitrary axis, 3-D viewing transformations
Parallel (Oblique: Cavalier, Cabinet and orthographic: isometric, diametric, trimetric) and Perspective
(Vanishing Points – 1 point, 2 point and 3 point)
Unit V – Segment and Animation
CURRICULUM BOOK
Segment: Introduction, Segment table, Segment creation, closing, deleting and renaming, Visibility.
Animation: Introduction, Design of animation sequences, Animation languages, Keyframe, Morphing
Unit VI- Illumination and Shading
Light sources – basic illumination models – halftone patterns and dithering techniques; Properties of light –
Standard primaries and chromaticity diagram; Intuitive colour concepts – RGB colour model – YIQ colour
model – CMY colour model – HSV colour model – HLS colour model; Colour selection.
Shading Models-Constant, Phong’s model, Gouraud shading
List of Assignments
1. Implement basic OPENGL primitives.
2. Implement the DDA algorithm for line drawing.
a) Implement DDA using Mouse.
b) Draw any shape or pattern.
c) Draw Dotted, Dashed and Das-Dot-Dash line
3. Implement Bresenham’s algorithm for line drawing.
a) Draw given pattern.
b) Draw Dotted, Dashed and Das-Dot-Dash line
4. Implement Midpoint and Bresenham’s Circle drawing algorithm.
5. Draw the polygons by using the mouse. (Use DDA algorithm for line drawing).Fill the polygon with
Boundary fill and Flood fill method.
6. Implement 2D translation, sheer, rotation, reflection and scaling transformations on equilateral triangle
or rhombus.
7. Implement Sutherland Hodgman algorithm to clip any given polygon. Provide the vertices of the
polygon to be clipped and pattern of clipping interactively.
8. Implement 3D Cube translation, scaling and rotation.
a) Translations in x, y, z directions
b) Rotation by angle 450 about z axis, rotation by 600 about y-axis in succession.
c) Scaling in x-direction by a factor of 2, scaling in y- direction by a factor of 3
9. Project based Learning -Animation: Implement any animation.
1. S. Harrington, ―Computer Graphics‖, 2nd Edition, McGraw-Hill Publications,
1987, ISBN 0 – 07 – 100472 – 6.
2. D. Rogers, ―Procedural Elements for Computer Graphics‖, 2nd Edition, Tata
Textbooks: McGraw-Hill Publication, 2001, ISBN 0 – 07 – 047371 – 4.
3. Donald D. Hearn, ―Computer Graphics with Open GL‖, 4th Edition, ISBN13:
9780136053583.
1. J. Foley, V. Dam, S. Feiner, J. Hughes, ―Computer Graphics Principles and
Practice‖, 2nd Edition, Pearson Education, 2003, ISBN 81 – 7808 – 038 – 9.
Reference Books:
2. D. Rogers, J. Adams, ―Mathematical Elements for Computer Graphics‖, 2nd
Edition, Tata McGrawHill Publication, 2002, ISBN 0 – 07 – 048677 – 8
CURRICULUM BOOK
INTERNET OF THINGS (ITUA31205C)
CURRICULUM BOOK
Unit VI- IoT Case Studies
Case Studies: Home Intrusion Detection, Weather Monitoring, System, Air Pollution
Monitoring, Smart Irrigation, Smart cities, Health Care
IOT design affair: Introduction to soldering techniques and its types, Mounting of electronic
components on PCB. Introduction and applications of Raspberry pi and Arduino architecture.
List of Assignments
1. Study of Raspberry-Pi, Beagle board, Arduino, ESP8266.
2. Study of different operating systems for Raspberry-Pi/Beagle board/Arduino.
Understanding the process of OS installation on Raspberry-Pi/Beagle board/Arduino
3. Use Open-source prototype platform- Raspberry-Pi/Beagle board/Arduino and write
simple program digital read/write using LED and Switch -Analog read/write using
sensor and actuators. LED ON-OFF Alternate LAE Glow Numerical display
4. Use open-source prototype platform- Raspberry-Pi/Beagle board/Arduino and write
simple program to read and record the values thorough -Analog read/write using sensor
and actuators.
5. Upload data from environmental sensor to cloud server (You can use any public cloud
IBM Watson IoT cloud or Google or AWS etc.).
6. Write client applications to get services from the server application using Raspberry
Pi/Beagle board.
7. Implement a Mini-project.
1. Internet of Things: A Hands-On Approach Arshdeep Bahga, Vijay
Madisetti VPT – Paperback 2015 978- 0996025515 628/- 2.
2. IoT Fundamentals: Networking Technologies, Protocols, and Use Cases
Textbooks:
for the Internet of Things David Hanes, Gonzalo Salgueiro, Patrick
Grossetete Cisco Press – Paperback – 16 Aug 2017 978-1- 58714-456- 1
599.
1. Smart Internet of things projects Agus Kurniawan Packt - Sep 2016 978-
1- 78646- 651-8 2 The Internet of Things Key Olivier Willy Publication
2nd Edition 978
Reference Books:
2. Applications and protocols Hersent s 119- 99435-0, 3 The Internet of
Things Connecting Objects to the Web Hakima Chaouchi, Willy
Publications 978-1- 84821- 140-7.
CURRICULUM BOOK
PROJECT-I (ITUA31206)
CURRICULUM BOOK
Methods, Date Set Methods, JS Math Object, Random method, Booleans, JS Comparisons & Logical
operators, JS Conditional Statements : if else & else if, Switch Statement, JS loop for- in & of , While
loop, JS break & continue , JS Iterables.
List of Assignments
1. Draw an Activity diagram with Swim lanes using UML2.0 Notations for major Use Cases
2. Implement Analysis class Model-class diagram with a suitable object-oriented language
3. Implement the design model with a suitable object-oriented language.
4. Draw a Sequence Diagram for every scenario by using advanced notations using UML2.0
5. Implement the state model with a suitable object-oriented language.
6. 6.Draw a component diagram initialize all possible input, output & internal, external
components.
7. Draw Deployment diagram for your problem statement where you must mention each &
every step up to deployment.
8. Design web page using HTML, CSS for specified problem statement.
9. Design web page using java script for assignment no 8.
10. Create a version controlling using GIT or GITHUB and add collaborator.
CURRICULUM BOOK
SEM - II
CURRICULUM BOOK
DESIGN AND ANALYSIS OF ALGORITHMS (ITUA32201)
CURRICULUM BOOK
Unit VI - Branch and Bound Method and Computational Complexities
The method, Control abstractions for Least Cost Search, Bounding, FIFO branch and bound, LC
Branch and bound, 0/1 Knapsack problem LC branch and bound and FIFO branch and bound solution.
The classes P, NP, NP Complete and NP-hard : Basic concepts, Non-deterministic algorithms, NP-
hard graph problems and scheduling problems.
List of Assignments
1. Write a program to implement matrix multiplication using Strassen's method. (Divide and
Conquer).
2. Implement program to find minimum and maximum element from given list using Divide and
Conquer.
3. Write a program to implement optimal storage tape using greedy approach.
4. Write a program to implement longest common subsequence (Dynamic Programming) and
verify the complexity.
5. Write a program to print shortest path and cost for the directed graph using Bellman Ford
algorithm (Dynamic Programming) and verify the complexity.
6. Write a recursive program to find the solution of placing n queens on chess board so that no
queen takes each other (backtracking).
7. Write a non-recursive program to check whether Hamiltonian path exists in undirected graph
or not. If exists print it. (Backtracking).
8. Write a program to solve the travelling salesman problem. Print the path and the cost. (Branch
and Bound).
1. Horowitz and Sahani, "Fundamentals of computer Algorithms",
Textbooks: Galgotia. ISBN 81-7371-612-9.
1. Thomas H Cormen and Charles E.L Leiserson, "Introduction to
Algorithm" PHI, ISBN:81-203-2141-3.
2. AnanyLevitin, "Introduction to the Design & Analysis of Algorithm
",Pearson ISBN 81- 7758-835-4
Reference Books:
3. Gilles Brassard, Paul Bratle "Fundamentals of Algorithms ", Pearson
ISBN 978-81-317-1244-3
4. George T. Heineman, Gary Pollice, Stanley Selkow "Algorithms in a
Nutshell, A Desktop Quick Reference", O'Reilly, ISBN 13:978-81-
8404-608-3
CURRICULUM BOOK
CLOUD COMPUTING (ITUA32202)
CURRICULUM BOOK
Introduction to Ubiquitous computing, Properties of Ubiquitous computing, Smart devices, Cloud
Trends in Supporting Ubiquitous Computing, Performance of Distributed Systems and the Cloud,
Enabling Technologies for the Internet of Things (RFID and Sensor Networks Technology, GPS),
Innovative Applications of the Internet of Things (Smart Homes, Smart Buildings and Smart City),
Future Scope of IoT
UNIT VI - Future of Cloud Computing
Docker at a Glance: Process Simplification, Broad Support and Adoption, Architecture, The Docker
Workflow, Docker compose file, Docker volume, Docker storage.
Kubernetes: Introduction to Kubernetes, Features of Kubernetes, Kubernetes API, Basic
Architecture, Minikube.
Git Hub and DevOps: Introductions and applications
List of Assignments
1. Case study on Google Cloud Platform
2. Write a web-based application and use Firebase.
3. Assignment to study Amazon EC2
4. Assignment to study ELB
5. Creating a Virtual Private Cloud, Subnets, Rout Table, Internet gateway
6. Create a sample web-based application using PhP/Python and deploy it on AWS.
7. Assignment to install and use Docker. Create a Docker file.
8. Assignment to install and use Kubernetes.
1. Anthony T. Velte Toby J. Velte, Robert Elsenpeter, “Cloud
Computing: A Practical Approach”, 2010, the McGraw-Hill.
2. Dr. Kris Jamsa, “Cloud Computing: SaaS, PaaS, IaaS, Virtualization
and more” , Wiley Publications, ISBN: 978-0-470-97389-9
Textbooks:
3. Gautam Shrof, “ENTERPRISE CLOUD COMPUTING Technology
Architecture, Applications, Cambridge University Press, ISBN:
9780511778476
4. Docker Documentation (https://docs.docker.com/get-started/)
5. Kubernetes Documentation (https://kubernetes.io/docs/home/)
1. Dr. Kumar Saurabh, “Cloud Computing", Wiley Publication,
ISBN10: 8126536039
2. Buyya, “Mastering Cloud Computing”, Tata McGraw Hill, ISBN-
13: 978-1-25-902995-0
3. Barrie Sosinsky, “Cloud Computing", Wiley India, ISBN: 978-0-
Reference Books: 470-90356-8
4. Kailash Jayaswal, “Cloud computing", Black Book, Dreamtech Press
5. Thomas Erl, Zaigham Mahmood and Ricardo Puttini, “Cloud
Computing: Concepts, Technology and Architecture”, Pearson, 1st
Edition, ISBN :978 9332535923, 9332535922
6. Tim Mather, Subra K, Shahid L.,Cloud Security and Privacy, Oreilly,
ISBN-13 978-81-8404-815-5
CURRICULUM BOOK
MACHINE LEARNING (ITUA32203)
Course Outcomes:
After studying this course, students will be able to
1. Comprehend foundation of machine learning and its applied perspective.
2. Understand regression theory.
3. Understand binary and multiclass classification strategies and linear models.
4. Demonstrate and apply algebraic models and logic based models
5. Understand the ANN with its applied perspective.
6. Critically analyze, understand challenges, explore trends and adopt the ML practices to
further develop ML based projects.
Unit I - Introduction to Machine Learning
Defining and understanding Machine Learning, Types of machine learning, Model definition,
Parametric and non-parametric modeling, Generalization: Concept of Training, Validation, Testing,
Overfitting and Under fitting as applied to models. Concept of Bias and Variance and its importance
in machine learning. Feature Engineering and Dimensionality reduction. Applications of Machine
Learning.
Unit II - Supervised Learning- Regression
Regression: Assessing performance of Regression – Error measures, Linear Models: Least Square
method and Polynomial regression, Univariate Regression, Multivariate Linear Regression, Bayesian
Linear Regression, Effect of noise in regression.
Principal Component Regression. Error function used in regression
Regularized Regression –overview of Ridge Regression and Lasso
Unit III - Supervised Learning –Classification
Binary and Multiclass Classification: Assessing Classification Performance, Handling more than two
classes, Multiclass Classification-One vs One, One vs Rest
Linear Models: Logistic regression, Linear Discriminant Analysis, Bayesian Classification, Support
Vector Machines (SVM), Random forest classifiers, Decision Trees Minority Class, Impurity
Measures – Gini Index and Entropy, Best Split.
Unit IV - Unsupervised Learning
Principal Components Analysis (Incremental PCA, Sparse PCA, Kernel PCA), Linear Discriminant
Analysis, Independent Component Analysis. Distance Based Models: Distance based clustering
algorithms - K-means and K-medoids, Hierarchical clustering, Density-based Clustering, Gaussian
Mixture models, Maximum Likelihood Estimation. Rule Based Models: Rule learning for subgroup
discovery, Association rules mining – Apriori Algorithm, Confidence and Support parameters.
CURRICULUM BOOK
Unit V - Artificial Neural Networks
Biological neuron, Artificial neuron model, Concept of bias and threshold, Activation functions,
McCulloch-Pits Neuron Model, Gradient descent algorithm and application of linear neuron for linear
regression and classification, Stochastic Gradient Descent, RMS Prop and Adam optimization
techniques. Multilayer perceptron (MLP) and back propagation algorithm, Radial Basis Function
networks, Applications of MLP in classification and regression
Unit VI - Trends in Machine Learning
Ensemble Learning: Bagging, Randomization, Boosting, Stacking Reinforcement Learning:
Exploration, Exploitation, Rewards, Penalties Challenges in Machine learning: Vanishing Gradient
problems, Computational Load, Architecture of ConvNet, Convolution Layer, Pooling Layer, and
Applications of CNN’s in Computer Vision, Introduction to Recurrent neural networks. Case study
using CNN.
List of Assignments
1. Implement SVM for performing classification and find out the accuracy using given data.
2. Supervised Learning - Regression Generate a proper 2-D data set of N points. Split the data
set into Training Data set and Test Data set. i) Perform linear regression analysis with Least
Squares Method. ii) Plot the graphs for Training MSE and Test MSE and comment on Curve
Fitting and Generalization Error.
3. Create Association Rules for the Market Basket Analysis for the given Threshold.
4. Implement K-means algorithm to create cluster on the given data using python.
5. Implement simple Naïve Bayes algorithm to calculate accuracy, TPR, FPR, TNR, Recall,
Precision, error rate etc. measuring parameters on the given data by using Weka API .
6. Implement and test Multi-Layer Perceptron (MLP) trained with back-propagation algorithm.
7. Implement and test Convolutional Neural Network (CNN) for digits recognition.
8. Real time mini project implementation of above mentioned machine learning algorithms for
any industry/research oriented problem.
1. EthemAlpaydin: Introduction to Machine Learning, PHI 2nd
Edition2013.
Textbooks:
2. Peter Flach: Machine Learning: The Art and Science of Algorithms that
Make Sense of Data, Cambridge University Press, Edition 2012
1. C. M. Bishop: Pattern Recognition and Machine Learning, Springer 1st
Edition-2013.
2. Ian H Witten, Eibe Frank, Mark A Hall: Data Mining, Practical Machine
Learning Tools and Techniques, Elsevier, 3rd Edition.
3. Parag Kulkarni: Reinforcement Learning and Systemic Machine
Learning for Decision Making, IEEE Press, Reprint 2015.
Reference Books:
4. Nikhil Buduma: Fundamentals of Deep Learning, O’Reilly Media, June
2017.
5. Hastie, Tibshirani, Friedman: Introduction to Statistical Machine
Learning with Applications in R, Springer, 2nd Edition 2012. 6. Kevin
P Murphy: Machine Learning – A Probabilistic Perspective, MIT Press,
August 2012
CURRICULUM BOOK
UI/UX Design (ITUA32204A)
Course Outcomes:
After completion of the course, students will be able to
1. Understand the definition and practical application of user experience
2. Learn multiple User Experience research methods and conduct at least one
3. Create navigation structures
4. Create a medium-fidelity wireframe and a high-fidelity prototype.
5. Analyze research data to guide content, navigation, and design decisions
6. Learn and apply the principles of good interface design
UNIT I - Intro to User Experience Design
Define User Experience: What Does A UX/UI Designer Actually Do? User Experience Process:
Universal Principles of User Experience Design – An Introduction, Components of any User
Experience Process, Definition of a Good User Experience Design, Components of Good User
Experience Design (Usability Heuristics), The 4 Golden Rules of UI Design, Examples of Good User
Experience Design, Practical Activity - 1.
UNIT II – User Experience Research
What Is User Experience Research? A Guide to Competitive Analysis for UX Design, Putting
Personas to Work in UX Design: What They Are and Why They’re Important, User Experience
Personas and User Profiles, Other Types of User Experience Research - User Research: Best
Practices and Methodologies, Qualitative and Quantitative User Experience Research -
Comprehensive Guide to User Experience Research: Methods, Running Interviews, and
Observations for User Experience Research - Top UX Research Interview Questions to Ask Users,
Understanding User-Testing Data and Results: Translating User Research into User Experience
Design, Practical Activity - 2.
UNIT III - Visual Design
Definition of Visual Design: The Role of Visual Design In User Experience, Introduction to Atomic
Design: Atomic Design Principles & Methodology, Elements of any Visual Design - Language:
Universal Principles of User Experience Design: Language & Typography, Color, and Shape: The
Role of Color in Product Design: UX of Color Palettes, Imagery: Effective Use of Images & Graphics
in UX Design, Typography in UI Design, Buttons: How to Design and Integrate Buttons Into Your
UI, Composition of Visual Design Elements: Key Principles for Better Design Composition,
Structure & Grid Layout Grids for Wireframes, Hierarchy of Content- Visual Hierarchy in UX
Design, States - Designing States for Buttons & UI Interactions, Examples of Visual Design Elements
CURRICULUM BOOK
across Multiple Platforms & Screen Sizes - Adaptive Design vs. Responsive Design, Practical
Activity - 3.
UNIT IV - User Experience Design Strategy
Guide to Information Architecture in UX, Techniques & Best Practice for Developing an Information
Architecture - Information Architecture: The Intersection of Users, Content, and Context,
Developing an Information Architecture for a Software Product or Solution, Examples of Effective
Information Architecture, Developing a Sitemap for a Website - Sitemaps & Information
Architecture (IA), Examples for Website Designs, What Is Navigation and Hierarchy?, Examples of
Navigation Architecture and Hierarchy of Information, Practical Activity - 4.
UNIT V - Design Mock-Ups
The Fundamentals of Wireframing and Prototyping, User Personas, Scenarios, and Stories:
Understanding User Journey vs. User Flow, Design Ideation and Sketching: Product Design Guide:
Research, Analysis, Ideation, Storyboarding User Experiences: The What, Why, & When of
Storyboarding in UX Design, Design Wireframes, Wireframing: A Blueprint to Your Site, Design
Prototyping and Types of Prototypes: Low Fidelity vs. High Fidelity Prototyping, Practical Activity
- 5.
UNIT VI - UI/UX Design Tools
Overview of UI/UX Design Tools: Figma, Adobe XD, Sketch
List of Tutorials:
1. Go to your favourite website and explore what is easy to use, and what is difficult.
INSTRUCTIONS:
Using the principles and guidelines learned in Module 1, identify the elements of good user
experience design within your selected website, and explain why they are good (or bad).
Screen capture the good and bad elements and categorize your findings in Adobe XD. Use
Adobe XD to save your screenshots. Divide the canvas into 2 parts. One side for the good
UX and one for the bad. Make sure to add a copy explaining why each element is either good
or bad. Document your overall findings.
2. You have been tasked with designing an e-commerce mobile app for a local business.
Describe how you would approach the research, and which methodologies would be used.
Generate a persona or user prole template to be used to summarize your findings.
INSTRUCTIONS:
For this activity make use of brainstorming applications for ideation and documenting
research strategies. Get started quickly by using Adobe XD’s Whiteboard plugin’s easy-to-
use templates for persona development, and brainstorming
3. Select any consumer mobile app. Understand the user experience process. Re-design the
visual elements of the app by applying the basic principles of visual design.
INSTRUCTIONS:
Adobe XD has many powerful features that help you build the best user experiences, but first
you need to learn how to use XD’s design, prototype, and sharing capabilities.
4. Using an example of a desktop website of your choice, redesign the navigational experience
by creating a sitemap structure (user o w) to ensure the best user experience.
INSTRUCTIONS:
A sitemap is a visual representation of the pages of a website. It often can look like a flow
chart diagram of how the pages connect and the path the user would take to navigate the
website. In XD it’s easy to create a sitemap by using shapes and lines to organize the flow of
CURRICULUM BOOK
the website. You can also use one of the pre-made Whiteboard plugin templates to give you
a head start! Whiteboard has several templates that can be used to create your sitemap.
https://spark.adobe.com/page/HWkDHkbd2Jc7s/
5. Develop a wireframe and a working prototype of a mobile app. Understand the user persona
and user stories for the mobile app. Tools such as Adobe XD can be used for this.
INSTRUCTIONS:
Wireframing in XD allows you to focus on the core structure and concept of your interface
so you can iterate early in the process, user test, and explore various concepts for the structure
of your user interface. Once you’ve created your wireframe it is easy to add color, graphics,
photos, and more to your design to make a real-life high-fidelity prototype. For this activity
use the skills you’ve already mastered in XD to make your mobile app wireframe and high-
fidelity mock-up.
1. Sketching User Experiences: Getting the Design Right and the Right
Textbooks: Design, Bill Buxton and William Buxton,
2. A Project Guide to UX Design: For User Experience Designers in the
Field or in the Making, Carolyn Chandler and Russ Unger.
1. Fundamentals of Creating a Great UI/UX, Creative Tim.
Reference Books: 2. The Design of Everyday Things, Don Norman
3. UX for Beginners: A Crash Course in 100 Short Lessons, Joel Marsh
4. Designing in Figma, https://figmabook.com
CURRICULUM BOOK
MULTIMEDIA AND AR/VR (ITUA32204B)
CURRICULUM BOOK
Video Basics , How Video Works, Broadcast Video Standards, Analog video, Digital video,Video
signal formats, Video transmission standards: EDTV, CCIR, CIF, SIF, HDTV, digitization of video
Video file formats: MOV, Real Video, H-261, H-263, Cinepack, Nerodigtal,Video editing, DVD
formats, Video Compression and File Formats. Video compression based on motion compensation,
MPEG-1, MPEG-2, MPEG-4, MPEG-7, MPEG-21,Video streaming Multimedia Supported video
formats in Android, Media Playback.
Unit V - Animation
Animation: Basics of animation, types of animation, principles of animation, techniques of animation,
Creating animation Cell Animation, Key frames, and Twinning ,Morphing and Inverse
Kinematics ,Animation Software , Application of Animation , Web-Based Animation , Animation for
Learning ,Animation Design and Usage Guidelines
Unit VI - Introduction of Virtual Reality
Introduction of Virtual Reality: Fundamental Concept and Components of Virtual Reality. Primary
Features and Present Development on Virtual Reality.
List of Tutorials
1. Study of text compression using Huffman coding.
2. Study of text compression using LZW technique.
3. Study of Shannon Fano algorithm for data compression.
4. Perform Discrete Cosine Transformation.
5. Convert a color image to a negative image.
6. Perform different operations (start,stop,pause,resume etc) on audio clip using
Java.
7. Understanding the design a simple MIDI player.
8. Prepare animation sequence on topic of your choice with appropriate animation
software.
1. Tay Vaughan, “Multimedia making it work”, Tata McGraw-Hill, 2008.
2. Rajneesh Aggarwal & B. B Tiwari, “ Multimedia Systems”, Excel
Publication, New Delhi, 2007.
3. Li & Drew, “ Fundamentals of Multimedia” , Pearson Education, 2009..
Textbooks: 4. Parekh Ranjan, “Principles of Multimedia”, Tata McGraw-Hill, 2007
5. Anirban Mukhopadhyay and Arup Chattopadhyay, “Introduction to
Computer Graphics and Multimedia”, Second Edition, Vikas Publishing
House.
6. Burdea, G. C. and P. Coffet. Virtual Reality Technology, Second Edition.
Wiley-IEEE Press, 2003/2006.
1. Multimedia: Computing, Communications and Applications, Ralf
Steinmetz and Klara Nahrstedt, Pearson Education Asia
2. Multimedia Communications, Applications, Networks, Protocols
and Standards, Fred Halsall, Pearson Education Asia
3. K.R. Rao, “Multimedia Communication Systems: Techniques,
Reference Books: Standards, and Networks”, TMH.
4. Ashok Banerji, Ananda Ghosh, “Multimedia Technologies”, ISBN:
9780070669239
5. Macromedia Flash 8: A Tutorial Guide, Jay Armstrong, Jen deHaan, BPB
Publisher.
6. Photoshop CS4 in Simple Steps, Kogent Learning Solutions
Inc.,DreamTech Press
CURRICULUM BOOK
DIGITAL FORENSICS AND CYBER SECURITY (ITUA32204C)
CURRICULUM BOOK
Tools and Methods used in Cyber Crime -Proxy server and anonymizers, Phishing password
cracking, Key logger and spyware, Types of virus- worms, DoS and DDoS, SQL Injection,
Unit VI - Case Study
Case studies in Social Engineering, Phishing, Vishing, Data Diddling, Salami Attack, Honeytrap,
Cryptocurrency frauds, etc.
List of tutorials
1. Study of following tools/e-resources
Wireshark
COFEE Tool
Magnet RAM Capture
RAM Capture
NFI Defragger
Toolsley
Volatility
FTK
2. Study of different open source forensics platform such as FTK Imager, USB
Write blocker, Autopsy etc.
3. Creating a Forensic Image using FTK Imager/Encase Imager :
Creating Forensic Image
Check Integrity of Data
Analyze Forensic Image
4. Perform data acquisition using USB Write Blocker and FTK Imager
5. Solve the Case study (image file) using appropriate standard forensic
software (open source tool).
6. Recovering and Inspecting deleted files –
Check for Deleted Files
Recover the Deleted Files
Analyzing and Inspecting the recovered files
7. Email Forensics
Mail Service Providers
Email protocols
Recovering emails
Analyzing email header
1. Warren G. Kruse II and Jay G. Heiser, “Computer Forensics: Incident
Response Essentials”, Addison Wesley, 2002.
2. Nelson, B, Phillips, A, Enfinger, F, Stuart, C., “Guide to Computer
Forensics and Investigations, 2nd ed., Thomson Course Technology,
2006, ISBN: 0-619-21706-5.
Textbooks: 3. The basics of digital Forensics (Latest Edition) – The primer for getting
started in digital forensics by John Sammons – Elsevier Syngress Imprint
4. Practical Digital Forensics – Richard Boddington [PACKT] Publication,
Open source community
5. Nima Godbole, Sunit Belapure, Cyber Security- Understand Cyber
Crimes, Computer Forensics and Legal Perspectives, Wiely India Pvt.
Ltd, ISBN- 978-81-265-2179-1.
1. Vacca, J, Computer Forensics, Computer Crime Scene Investigation, 2nd
Ed, Charles River Media, 2005, ISBN: 1-58450-389.
2. Cory Altheide, Harlan Carvey, Digital Forensics with Open Source
Reference Books: Tools, Syngress imprint of Elsevier.
3. Bill Nelson, Amelia Phillips, Christopher Steuart, “Guide to Computer
Forensics and Investigations”, Fourth Edition, Course Technology.
4. Angus M.Marshall, “Digital forensics: Digital evidence in criminal
investigation”, John –Wiley and Sons, 2008.
CURRICULUM BOOK
HUMANITIES AND SOCIAL SCIENCE
Prerequisites: NIL
Course Objectives:
Human and social development.
Contemporary national and international affairs.
Emergence of Indian society and Economics.
Sectoral development and Economic development and related issues (such as international
economics, WTO, RBI, etc).
Course Outcomes:
After completion of the course, student will be able to
1. Understand various issues concerning human and society.
2. Realize social, cultural, economic and human issues, involved in social changes
3. Understand the nature of the individual and the relationship between the self and the
community
4. Express their opinion about national health and education policies.
5. Understand major ideas, values, beliefs, and experiences that have shaped human history and
cultures.
6. Understand the fundamental concepts in engineering economics
Unit I - Indian Society
Structure of Indian Society, Indian Social Demography– Social and Cultural, Differentiations: caste,
class, gender and tribe; Institutions of marriage, family and kinship- Secularization –Social
Movements and Regionalism- Panchayatraj Institutions; Affirmative Action Programme of the
Government-various reservations and commissions.
Unit II - Social Development
Scientific approach to the study of human beings. Evolution of human kind, social change and
evolution. Industrial revolution. National policy on education, health and health care and human
development.
Unit III – Sectoral Development
Agriculture: Technology changes, Green revolutions, Employment Rural and Urban, Government
Schemes.
Industrial Development: Strategies, Public and Private Sectors, Categories, infrastructure, transport
and communication, Consumer Awareness.
Unit IV - Economic Development
Need for planned economic development – Law of demand and supply. Planning objective,
five years plan, priorities and problems. Population and development.
Indian Economics – basic features, natural resources population size and composition, national
income concepts, micro economics of India, inflation, GDP.
Unit V - Banking and Trades
Financial Analysis, Ratios, Cost Analysis, financial Institutions, Finance Commissions, Budget
Analysis. Indian Banking, Role of Reserve bank of India International Economy, WTO, International
aid for economic growth.
Unit VI - Understanding Cash Flow and Taxes
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Accounting for Depreciation and Income Taxes, Project Cash-Flow Analysis, Understanding
Financial Statements, Case Studies - cash flow analysis done in start-up companies.
1. Krugman, International Economics, Pearson Education.
2. Prakash, The Indian Economy, Pearson Education.
Textbooks:
3. Thursen Gerald, Engineering Economics, Prentice Hall.
4. C.S. Rao, Environmental Pollution Control Engineering, New Age
International Pvt. Ltd.
1. Rangarajan, Environmental Issues in India, Pearson Education.
2. University of Delhi, The Individual & Society, Pearson Education.
Reference Books:
3. Wikipedia.org / wiki /social studies.
4. M. N. Srinivas, Social change in modern India, 1991, Orient Longman.
5. David Mandelbaum, Society in India, 1990, Popular
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PROJECT-II (MODULE I - ANDROID DEVELOPMENT) (ITUA32205)
Prerequisites: Fundamentals of Data Structures, Object Oriented Programming, Data Structures and
Files, Java Programming
Course Objectives:
● To learn how to employ Integrated Development Environment(IDE) for implementing and
testing of software solution in android development
● To acquire contemporary skills to make the students employable in information technology
domain
Course Outcomes:
After studying this course, students will be able to:
1. Understand Android activities life cycle.
2. Demonstrate operations on GUI objects.
3. Perform & evaluate Event driven programming.
4. Apply various techniques on working with menu.
Unit I - Introduction to Android, GUI Design Concepts and Android Activities
Overview of Android: What does Android run On – Android Internals? Android for mobile apps
development Environment setup for Android apps Development Framework - Android- SDK,
Eclipse Emulators – What is an emulator Android AVD?
Android Emulation – Creation and set up First Android Application.
Design criteria for Android Application : Hardware Design Consideration, Design Demands For
Android application, Intent, Activity, Activity Lifecycle and Manifest Creating Application and new
Activities Simple UI -Layouts and Layout properties :Introduction to Android UI Design,
Introducing Layouts XML
Introduction to GUI objects viz.: Push Button, Text / Labels, Edit Text, Toggle Button, Padding.
Unit II – Advanced UI Programming: Toast, Menu, Dialog, List and Adapters
Event driven Programming in Android (Text Edit, Button clicked etc.) Menu: Basics, Custom v/s
System Menus, Create and Use Handset menu Button (Hardware) Dialog : Creating and Altering
Dialogs , Toast : List & Adapters
Demo Application Development and Launching Basic operation of SQLite Database 5.6 Android
Application Priorities
List of Assignments
Prerequisites Software: Java development kit(JDK), Android SDK, Eclipse IDE/Android Studio
and Android development tools (ADT) plugins
1. Create application for demonstration of android activity life cycle: Create Registration
page to demonstration of Basic widgets available in android.
2. Create sample application with login module.(Check username and password) On
successful login, Change Text View “Login Successful” and if login fails display alert
user using Toast “Login fail”, And Validate the username and Password(Login button
should remain disabled till validation is right).
3. Create an application for demonstration of Scroll view in android: Create an application
for demonstration of Explicitly Starting New Activity using Intent.
4. Create an application that will pass two number using TextView to the next screen, and
on the next screen display sum of that number.
5. Create spinner with strings taken from resource folder (res >> value folder). On changing
spinner value, change background of screen.
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6. Create an application that will Demonstrate Button onClick() Event and change the
TextView Color based on button Clicked.
7. Create an UI such that, one screen have list of all the types of cars. On selecting of any
car name, next screen should show Car details like: name, launched date, company name.
8. Create an application that will Demonstrate Dialog Box Control In Android 4
1. Building Android Apps IN EASY STEPS McGraw-Hill Education
2. Professional Android 2 Application Development Reto Meier Wiley
India Pvt Ltd
Textbooks:
3. Beginning Android Mark L Murphy Wiley India Pvt Ltd
4. Pro Android Sayed Y Hashimi and Satya Komatineni Wiley India Pvt
Ltd
1. Android Studio Development Essentials by Neil Smyth
Reference Books:
2. The Definitive Guide to SQL Lite by Michael Owens
1. http://www.tutorialspoint.com/android/
http://www.tutorialspoint.com/android/android_overview.htm
2. http://www.codelearn.org/android-tutorial/android-introduction
3. http://pl.cs.jhu.edu/oose/resources/android/Android-Tutorial.pdf
Web References: 4. http://mobisys.in/blog/2012/01/introduction-to-android-sqlite-
database/
5. www.appmakr.com/Android
6. www.telerik.com/android-development
7. developer.android.com/training/basics/firstapp
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Project-II (MODULE II - MERN STACK) (ITUA32205)
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9. Create a Mini Project and Host on Heroku
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