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B.Tech IT Semester 5 Exam Scheme

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0% found this document useful (0 votes)
6 views26 pages

B.Tech IT Semester 5 Exam Scheme

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR

(Revised Curriculum as per AICTE Model Curriculum)


SCHEME OF EXAMINATION FOR
FOUR YEAR BACHELOR OF TECHNOLOGY (B. Tech.) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S.)
BRANCH: INFORMATION TECHNOLOGY

Teaching Scheme Evaluation Scheme


S. N. Subject Code Subject Credits Category
L T P CA UE Total
1 BEIT501T Software Engineering & 3 - - 30 70 100 3 PCC
Project Management
2 BEIT501P Software Engineering & - - 2 25 25 50 1 PCC
Project Management Lab
3 BEIT502T Design and Analysis of Algorithms 2 1 - 30 70 100 3 PCC
4 BEIT503T Java Programming 3 - - 30 70 100 3 PCC
5 BEIT503P Java Programming Lab - - 2 25 25 50 1 PCC
6 BEIT504T Theory of Computation 2 1 - 30 70 100 3 PCC
7 BEIT505T Elective- I 3 - - 30 70 100 3 PEC

8 BEIT506P Software Lab (Basics of AR - - 2 25 25 50 1 LC


&VR/Web Technology)
9 BEIT507T Effective Technical Communication 2 - - 15 35 50 2 HSMC

10 BEIT508T Yoga & 2 - - Audit


Meditation
Total 17 02 06 240 460 700 20
Elective –I (BEIT505T)
1. Gaming Architecture & Programming (BEIT505T.1)

2. High Performance Computer Architecture (BEIT505T.2)

3. Human Computer Interface(BEIT505T.3)


RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Software Engineering & Project Management Subject code: BEIT501T

College
Load Lecture Tutorial Credits Assessment University Total
Marks Evaluation Marks

3Hrs(Theory) 3 - 3 30 70 100

Aim: To learn quality software development and project management for a business system.

Prerequisite(s): None

Course Objectives:
1 To understand general idea of software engineering
2 To develop skills to design various software process models
3 To develop skills required for software testing and various risk strategies

Course Outcome:
At the end of this course students are able to:

CO1 Acquire Knowledge of software engineering methods, practices, process models and
application.
CO2 Understand measure, metrics and indicators and learn various Modeling Approach

CO3 Analyze and extract requirements for the product and translate these into a
documented design using different modeling techniques.
CO4 Learn software testing methods and types, And to understand debugging concept
with various testing methods.
CO5 Understand project management, and to know software risks and principles of quality
management, further the concept of re-engineering and reverse engineering.

Unit 1 Basics: Introduction to Software Engineering, Software Myths, Software Engineering ‐


A Layered Technology. Software Process Models: The Waterfall Model, Incremental
Process Models, Evolutionary Process Models, Specialized Process Models, Agile
Process Models
Unit 2 Measures Metrics and Indicator, Metrics for process & projects: Software
measurement, metrics for software quality.
System Engineering: Hierarchy, Business Process Engineering, Product Engineering,
System Modeling, Requirements Engineering: Requirements Analysis, Analysis
Modeling Approaches, Data Modeling, Object ‐Oriented Analysis, Scenario ‐Based
Modeling, Flow‐Oriented Modeling, Class ‐based Modeling, Behavioral Model
Unit 3 Design Engineering Concepts, Design Model, Pattern ‐Based Software Design,
Architectural Design, Mapping data flow into software architecture,
Cohesion, Coupling, User interface analysis and Design

Unit 4 Unit Testing, Integration Testing, Validation Testing, System Testing, Art of
Debugging, Software Testing Fundamentals, Black ‐Box Testing, White‐Box Testing,
Metrics for Source Code
Unit 5 Risk Management: Risk strategies, Software risks, Risk identification, Risk
refinement, RMMM Quality Management: Quality Concepts, Software Quality
Assurance, Software Reviews, Formal Technical Review, Software Reliability,
Change Management: Software Configuration Management, SCM Repository, SCM
Process, Reengineering: Software reengineering, Reverse Engineering,
Restructuring, Forward Engineering

Text Books-
1. Software Engineering‐A Practitioner’s Approach (Sixth Edition) by Roger Pressman (TMH)
2. Software Engineering (Ninth Edition) ‐Ian Summerville (Pearson)
3. Software Engineering for students (4th Edition) - Douglas Bell(Pearson)

Reference Books:
1. Schaum’s Outline of Theory and Problems of Software Engineering by David Gustafson (TMH)
2. Software Engineering (Third Edition) by K. K. Aggarwal and Yogesh Singh (New
age International Publishers)
3. Software Engineering, Theory and Practice(4th Edition) - Pfleeger, Atlee(Pearson)
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY

Subject Name: Software Engineering & Project Management Lab Subject code: BEIT501P

College
University Total
Load Practical Credits Assessment Evaluation Marks
Marks
2Hrs (Practical) 2
1 25 25 50

Aim: To develop quality software projects for given business system

Prerequisite(s): Basic Programming Knowledge


Course Objectives

1 To understand general idea of software engineering


2 To develop skills to understand creation of object and interaction between them
3 To develop skills required for creation of various UML models

Course Outcome:

At the end of this course students are able to:

CO1 Learn the concept of requirement gathering & to learn the development of use
case model
CO2 Understanding the object creation and the interaction between various objects
& their collaboration
CO3 Understanding various states of objects & different component views
CO4 Learning the development of various UML models & understanding the
complete design phase.

List of Practicals:-

Ten Practicals based on the above syllabus.


Course coordinator should make sure that all units will be covered in their list. No
study experiment should be included in the list.
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Design and Analysis of Algorithms Subject code: BEIT502T

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

3 Hrs 02 1 3 30 70 100
(Theory)

Aim: To design the algorithms and analyze it for any real life problem.

Prerequisite(s): Data Structures, Programming Logic

Course Objectives:

1 Analyze the asymptotic performance of algorithm

2 Apply important algorithmic design paradigms and methods of analysis

3 Solve simple to moderately difficult algorithmic problems arising in applications.


4 Demonstrate the hardness of simple NP -complete problems

Course Outcome:

At the end of this course students are able to:

CO1 Illustrate different approaches for analysis and design of efficient algorithms and
Analyze performance of various algorithms using asymptotic notations.
CO2 Determine and Apply various divide & conquer strategies and greedy approaches for
solving a given computational problem
CO3 Demonstrate and Solve various real time problems using the concepts of dynamic
programming
CO4 Make use of backtracking and graph traversal techniques for solving real -world
problems
CO5 Recall and Classify the NP -hard and NP-complete problems
Unit 1 Definition of algorithms and brief explanation about the basic properties of algorithms
Recurrence relations, solutions of recurrence relations using technique of characteristic
equation, master theorem ,Asymptotic notations of analysis of algorithm s, worst case,
average case and best case analysis of insertion sort, selection sort and bubble sort,
amortized analysis, application of amortized analysis, Biotonic sorting network.
Unit 2 Divide and conquer strategies: Binary search, quick sort, merge sort, heap sort,
Stressen’s matrix multiplication algorithm, min-max algorithm.
Greedy Approach: Application to job sequencing with deadlines problem, knapsack
problem, optimal merge pattern, Huffman code, minimum cost spanning tree using
Prim’s and Kruskal’s algorithm,
Unit 3 Dynamic Programming: Basic Strategy, Multistage graph (forward and backward
approach), Longest Common Sub sequence, matrix chain multiplication, Optimal Binary
Search Tree, 0/1 Knapsack problems, Traveling Salesman problem, single source
shortest path using Bellman-Ford algorithm, all pair shortest path using Floyd -
Warshall algorithm.
Unit 4 Basic Traversal and Search Techniques : Breadth first search and depth first search,
connected components.
Backtracking: Basic strategy, N-Queen Problem and their Analysis (4 & 8-Queen),
graph coloring, Hamiltonian cycles .
Unit 5 NP-hard and NP-complete problems, basic concepts, non-deterministic algorithms, NP-
hard and NP-complete, Cook’s theorem, decision and optimization problems, graph
based problems on NP Principle.

Text Books:-

1. “Introduction to Algorithms”, Third Edition, Prentice Hall of India by Thomas H. Cormen,


Charles E. Leiserson, Ronald L. Rivest, Clifford Stein
2. The Design and Analysis of Computer Algorithms”, Pearson education by Alfred V.
Aho, John E. Hopcraft, Jeffrey D. Ullman.
3. “Fundamentals of Computer Algorithms”, Second Edition, University Press By
Horowitz, Sahani, Rajasekharam
4. Fundamentals of Algorithms”, Prentice Hall by Brassard, Bratley
5. “Design and Analysis of Algorithms”,Pearson Education, II nd Edition, Parag Dave,
Himanshu Dave

Reference Books:

1. Computer Algorithms: Introduction to Design and analysis, 3rd Edition, By Sara Baase and
A.V. Gelder Pearson Education.
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Java Programming Subject code: BEIT503T

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

3Hrs 3 3 30 70 100

(Theory)

Aim: To inculcate the Java programming concepts among the students in order to strengthen their
programming logic and skills

Prerequisite(s): Basic programming Languages like C, C++ etc.

Course Objectives:

1 This course introduces fundamentals of object - oriented programming in Java,


including creating, defining classes, invoking methods, using class libraries, collections
frameworks
2 It is aimed at building software development skills using java programming for creating
real world applications which can be also used as prerequisite to Mobile app
development programming.
3 Use a development environment to design, code, test, and debug simple programs,
including multi -file source projects using the concepts of pure object oriented
programming.

Course Outcome:

At the end of this course students are able to:

CO1 Understand the basic data types and control flow constructs using J2SE.
CO2 Make use of various Object Oriented Concepts like inheritance, data hiding, Exception
Handling etc., to implement various programs in Java
CO3 Understand the concepts of Multi threading & Multi programming
CO4 Implementation of String class, Date class, Time class and Calendar class in various
micro projects
CO5 Understand the concepts of Collections Framework.
Unit 1 Introduction to data types, operators and control statements, Classes: fundamentals of
classes, declaring objects, Assigning obj ects, reference variables, methods,
constructor, variable handling. Methods and classes: Overloading methods,
understanding static and final.
Unit 2 Introduction to Array, Vectors, Wrapper class & Inheritance, Packages and interface:
Packages, access protection, importing packages, interfaces. Exception handling:

Fundamentals exception types, uncaught exception, try-catch, displaying description of


an exception, multiple catch clauses, nested try statements, throw, finally, built in
exceptions, creating own exception subclasses
Unit 3 Multithreading: Fundamentals, Thread Life Cycle, Ways of creating threads, Creating
multiple threads, isAlive (), join (), Thread Synchronization, Thread priorities,
Interthread communication, Methods for suspending, resuming and stopping threads.
Unit 4 String class and its methods. Date, DateTime, Calendar class : Converting Date to
String and String to Date using SimpleDateFormat class ,Object Class: Overriding to
String, equals & hashcode method
Unit 5 Introduction to collections: Collection hierarchy
List, Queue, Set and Map Collections
List Collection: Array List, Linked List
Vector (Insert, delete,search, sort, iterate, replace operations)
Collections class : Comparable and Comparator interfaces
Queue collection, Inner class (Regular, Method local, Anonymous & static inner class)

Text/Reference Books
Text Book:
1. Core and Advanced Java Black Book / Dreamtech Press

References:
1. Java 8 Programming Black Book / Dreamtech Press
2. Core Java : Volume 1 - Fundamentals by Cay S. Horstmann / Prentice Hall
3. Core Java : Volume 2 - Advanced Features by Cay S. Horstmann / Prentice Hall
4. Programming in Java by Sachin Malhotra, Saurabh Choudhary / Oxford University Press
5. Java The Complete Reference by Herbert Schildt / McGraw Hill
6. Core Java 8 for Beginners by Sharanam Shah, Vaishali Shah / Shroff Publishers
7. Murach’s Java Programming by Joel Murach / Mike Murach
8. Object-Oriented Analysis and Design with applications by Grady Booch / Pearson
9. Object-Oriented Analysis and Design Using UML - An Introduction to Unified
Process and Design Patterns by Mahesh P. Matha / PHI
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Java Programming Lab Subject code: BEIT503P

College University
Load Practical Credits Assess Evaluation Total
ment Marks
Marks
2Hrs 2 1 25 25 50
(Practical)

Aim: To develop Java programs using java programming logic

Prerequisite(s): Basic programming Languages like C, C++ , Java Programming logic

Course Objectives:

1 This course introduces fundamentals of object - oriented programming in Java,


including creating, defining classes, invoking methods, using class libraries, collections
frameworks
2 It is aimed at building software development skills using java programming for creating
real world applications which can be also used as prerequisite to Mobile app
development programming.
3 Use a development environment to design, code, test, and debug simple programs,
including multi -file source projects using the concepts of pure object oriented
programming.

Course Outcome:

At the end of this course students are able to:

CO1 Understand the basic data types and control flow constructs using J2SE.
CO2 Make use of various Object Oriented Concepts like inheritance, data hiding, Exception
Handling etc., to implement various programs in Java
CO3 Understand the concepts of Multi threading & Multi-programming
CO4 Implementation of String class, Date class, Time class and Calendar class in various
micro projects
CO5 Understand the concepts of Collections Framework.
List of Practicals:-
Minimum 8 Practicals to be conducted based on Syllabus. (Maximum upto 10).
1 Program on function overloading
2 Program on inheritance , using method overriding and also using “this” keyword
3 Program to understand the concepts of Exception Handling
4 Program to create a user defined Exception
5 Demonstrate the life cycle of thread
6 Program on Multi Threading
7 Use of Vector class and ArrayList
8 String class methods
9 Implementation of any two collections class framework
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Theory of Computation Subject code:BEIT504T

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

3Hrs (Theory) 2 1 3 30 70 100

Aim: To understand theory of computation for solving complex problems

Prerequisite(s): Basic programming Languages like C, C++, Data Structures

Course Objectives:

1 To understand the language hierarchy


2 To construct automata for any given pattern and find its equivalent regular expressions
3 To design a context free grammar for any given language
4 To understand Turing machines and their capability
5 To understand undecidable problems and NP class problems

Course Outcome:
At the end of this course students are able to:
CO1 Define what a Regular Language is and construct a finite state machine for it.
CO2 Construct equivalent representations among Regular Languages, Regular Expressions,
and Regular Grammars.
CO3 Formulate the equations for push down automaton.
CO4 Identify the characteristics of problems for which no computational solution exists.
CO5 Understand the concepts of P vs. NP vs. NP-complete.

Unit 1 AUTOMATA FUNDAMENTALS: Introduction to formal proof, Additional forms of


Proof, Inductive Proofs, Finite Automata, Deterministic Finite Automata, Non -
deterministic Finite Automata, Finite Automata with Epsilon Transitions
Unit 2 REGULAR EXPRESSIONS AND LANGUAGES: Regular Expressions, FA and
Regular Expressions, Proving Languages not to be regular, Closure Properties of Regular
Languages, Equivalence and Minimization of Automata.
Unit 3 CONTEXT FREE GRAMMAR AND LANGUAGES: CFG, Parse Trees – Ambiguity
in Grammars and Languages, Definition of the Pushdown Automata , Languages of a
Pushdown Automata, Equivalence of Pushdown Automata and CFG, Deterministic
Pushdown Automata.
Unit 4 PROPERTIES OF CONTEXT FREE LANGUAGES: Normal Forms for CFG,
Pumping Lemma for CFL, Closure Properties of CFL, Turing Machines, Programming
Techniques for TM.
Unit 5 UNDECIDABILITY: Non Recursive Enumerable (RE) Language, Undecidable
Problem with RE, Undecidable Problems about TM, Post‘s Correspondence Problem,
The Class P and NP.
Text/Reference Books
1. Introduction to Languages and the Theory of Computation, 4th by John Martin,
Tata Mc Graw Hill
2. Automata Theory, Languages, and Computation By John Hopcroft, Rajeev Motowani,
and Jeffrey Ullman
3. Introduction to Automata Theory, Languages and Computation by J. E. Hopcraft,R.
Motwani, J. D Ullman, second Edition, Pearson Education, Aisa
4. Theory of Computer Science, Automata, Languages and Computation by K. L. P.
Mishra and N. Chandrasekaran, Third Edition, PHI Learning.
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Gaming Architecture & Programming Subject code: (BEIT505T.1)

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

3Hrs 3 – 3 30 70 100
(Theory)

Aim: To understand process of Game design and development

Prerequisite(s): Computer Graphics

Course Objectives:

1 Understand the concepts of Game design and development.


2 Learn the processes, mechanics and issues in Game Design.
3 Be exposed to the Core architectures of Game Programming.
4 Know about Game programming platforms, frameworks and engines.
5 Learn to develop games.

Course Outcome:

At the end of this course students are able to:

CO1 Discuss the concepts of Game design and development.


CO2 Design the processes, and use mechanics for game development.
CO3 Explain the Core architectures of Game Programming.
CO4 Use Game programming platforms, frameworks and engines.
CO5 Create interactive Games.

Unit 1 Core Design: What Is a Game? Games Aren't Everything. Games Mean Gameplay.
Creating the Game Spec. Example Game Spec, Initial Design: The Beginning .
Hardware Abstraction.
The Problem Domain. Thinking in Tokens.
Unit 2 Use of Technology: The State of the Art. Blue -Sky Research. Reinventing the Wheel.
Use of object Technology, Building Bricks: Reusability in Software, Initial Architecture
Design: The Birth of Architecture. The Tier System. Architecture Design.
Unit 3 Development: The Development Process. Code Quality. Coding Priorities. Debugging
and Module Completion. The Seven Golden Gambits. The Three Lead Balloons. GAME
PROGRAMMING: Technologies: Display, Mixing 2D and 3D, Direct X, User Interface
code, Resource caching, the main loop.
Unit 4 Game scripting languages, Building the game and scripts, User interface programming
and input devices: Getting the Device State, Working with the Mouse and Joystick,
Working with the Keyboard, User Interface Components, More Control Properties.
Basic 2D Drawing
Concepts, Drawing Text, Working with Sprites, Graphics File Formats

Unit 5 Loading and Caching Game Resources: Art and Sound Formats, Resource Files, Data
Compression, IPac: A Resource File Builder, the Resource Cache, World Design and
Cache Prediction, 3D Graphics and 3D Engines: 3D Graphics Pipeline, Setting Up a
Project, Using a Scene Graph, 3D Middleware Review, Rolling Your Own 3D Engine.

Text/Reference Books
1. Mike Mc Shaffrfy and David Graham, “Game Coding
Complete”, Fourth Edition, Cengage Learning, PTR, 2012.
2. Jason Gregory, “Game Engine Architecture”, CRC Press / A K Peters, 2009.
3. David H. Eberly, “3D Game Engine Design, Second Edition: A Practical
Approach to Real- Time Computer Graphics” 2nd Editions, Morgan Kaufmann,
2006.
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: High Performance Computing Architecture Subject code: IT505T.2

College University
Load Lecture Tutorial Credits Assessment Evaluation Total Marks
Marks

3Hrs (Theory) 3 - 3 30 70 100

Aim: To understand process of high performance computing and parallel programming

Prerequisite(s): Computer Architecture and Organization

Course Objectives:

1 To understand computer architecture and its trends.


2 To understand multiprocessing and parallelism.
3 To understand different multiprocessor architectures.
4 To understand Parallel Programming.

Course Outcome:
At the end of this course students are able to:
CO1 Learn the fundamentals of computer architecture, pipelining and multiprocessing
environment.
CO2 Understand the different levels of parallelism .
CO3 Learn the design Issues in Parallel Computing environment.
CO4 Understand the importance of parallel programming .
CO5 Learn the impact of High-Performance Computing in recent developments.

Unit 1 Computer Architecture and its Trends: Moore’s Law, Performance of Parallel
Processors: Speedup and efficiency, Amdahl’s law, Gustafson-Barsis’s law, Karf-
Flatt,metric, Isoefficiency metric.
Pipelining: Basic concepts, instruction and arithmetic pipeline, data hazards, control
hazards, and structural hazards, techniques for handling hazards, Processor Pipeline
Unit 2 Multi-Processing: Flynn’s Taxonomy of parallel machines, Centralized and distributed
memory, Message passing versus Shared Memory. Cache Coherence, Synchronization,
Memory Consistency.
Levels of parallelism (instruction, transaction, task, thread, memory, function), Models
(SIMD, MIMD, Dataflow Models etc), Instruction Level Parallelism (IPL): techniques
for increasing ILP, Superscalar and VLIW processor architectures, RAW and WAW
dependencies.
Unit 3 Multiprocessor architecture: taxonomy of parallel architectures, Architectures: N -wide,
multi-core, multi-threaded.
Design Issues in Parallel Computing : Synchronization, Scheduling, Job Partitioning,
Types of dependencies loop and array dependencies, Loop dependence analysis, Solving
diophantine equations, Program transformations, Performance Analysis of Parallel
Algorithms.
Unit 4 Parallel Programming with CUDA: Processor Architecture, Interconnect,

Communication, Memory Organization, and Programming Models in high performance


computing architectures: (Examples: Nvidia Tesla GPU, Intel Larrabee and Intel
Nehalem microarchitecture)
Unit 5 Petascale Computing ,Optics in Parallel Computing
, Quantum Computers ,Case Study: Recent developments in Nanotechnology and its
impact on HPC.

Text/Reference Books
1. David A. Bader (Ed.), Chapman & Hall/CRC, Petascale Computing: Algorithms and
Applications,2007.
2. Hawang Kai and Briggs F. A., “Computer Architecture and Parallel Processing”,
McGraw Hill, 1993.
3. Jorden H. F. and Alaghaband G., “Fundamentals of Parallel Processing”, Prentice Hall,
2002.
4. Kai Hwang, “Scalable Parallel Computing", McGraw Hill, 1998.
5. Kai Hwang, Advanced Computer Architecture: Parallelism,
Scalability, Programmability", McGraw Hill, 1993.
6. M. J. Quinn, “Parallel Programming in C with MPI and OpenMP”, McGraw Hill, 2003.
7. Shasikumar M., “Introduction to Parallel Processing”, PHI, 2006.

References:
1. D. E. Culler, J. P. Singh, A. Gupta, “Parallel Computer Architecture”, Morgan Kaufman,
1998
2. John Paul Shen and Mikko H. Lipasti, Modern Processor Design: Fundamentals of
Superscalar Processors, Tata McGraw-Hill.
3. Kai Hwang, Advanced Computer Architecture: Parallelism, Scalability,
Programmability, McGraw-Hill.
4. M. J. Flynn, Computer Architecture: Pipelined and Parallel Processor Design, Narosa
Publishing House.
5. William James Dally and
Brian Towles, Morgan Kauffman , Principles and Practices on
Interconnection Networks", 2004.
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: HUMAN COMPUTER INTERFACE Subject code:BEIT505T.3

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

3Hrs 3 - 3 30 70 100
(Theory)

Aim: To understand working of human computer interface

Prerequisite: Basic knowledge regarding computer, graphics and screen designs

Course Objectives:

1 Demonstrate an understanding of guidelines, principles, and theories influencing


human computer interaction.
2 Recognize how a computer system may be modified to include human diversity.
3 Select an effective style for a specific application.
4 Carry out the steps of experimental design, usability and experimental testing, and
evaluation of human computer interaction systems
5 Design mock ups and carry out user and expert evaluation of interfaces
6 Use the information sources available, and be aware of the methodologies and
technologies supporting advances in HCI.

Course Outcome:

At the end of this course students are able to:

CO1 Relate the importance of the Graphical user interface and popularity of the graphics
CO2 Interpret the importance of human characteristics in design and how people interact with
computers.
CO3 Articulate and apply common design principles for making good decisions in the
design of user interfaces.
CO4 Annotate various kinds of windows and their characteristics and have an ability to
select the proper device based and screen based controls.
CO5 Apply different components that are available in the screens and various interaction
devices which are used to interact with the computer.
Unit 1 Introduction: Importance of user Interface – definition, importance of good design,
benefits of good design. A brief history of Screen design.
The graphical user interface – popularity of graphics, the concept of direct

manipulation, graphical system, Characteristics, Web user – Interface popularity,


characteristics - Principles of user interface.

Unit 2 Design process – Human interaction with computers, importance of human


characteristics human consideration, Human interaction speeds, understanding
business junctions.
Unit 3 Screen Designing : Design goals – Screen planning and purpose,organizing screen
elements, ordering of screen data and content – screen navigation and flow – Visually
pleasing composition – amount of information – focus and emphasis – presentation
information simply and meaningfully – information retrieval on web – statistical
graphics – Technological consideration in interface design

Unit 4 Windows – New and Navigation schemes selection of window, selection of devices
based and screen based controls.
Unit 5 Components – text and messages, Icons and images – Multimedia, colors – uses,
problems with choosing colors. Interaction Devices – Keyboard and function keys –
pointing devices – speech recognition digitization and generation – image and video
displays – drivers

Text/Reference Books
1. The essential guide to user interface design, Wilbert O Galitz, Wiley DreamaTech.
2. Designing the user interface. 3rd Edition Ben Shneidermann, Pearson Education Asia.
[Link] – Computer Interaction. ALAN DIX, JANET FINCAY, GREGORY'S,
ABOWD, RUSSE
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY

Subject Name: Software Lab (Basics of AR & VR/Web Technology) Subject code:BEIT506 P

College University
Load Practical Credits Assessment Evaluation Total
Marks Marks

2Hrs 2 1 25 25 50
(Practical)

Aim: To develop basic AR and VR applications and basic web sites

Prerequisite(s): Computer Graphics, Unity , Vuforia, HTML, CSS

Course Objectives:

1 To explore the concepts of Augmented and Virtual reality and develop basic AR and VR
applications.

2 To develop basic web applications using HTML and CSS


Course Outcome:

At the end of this course students are able to:

CO1 Create and deploy AR and VR applications.


CO2 Learn the physical principles of VR.
CO3 Create a comfortable, high-performance VR application using Unity.
CO4 Develop dynamic web pages using JavaScript (client side programming).
CO5 Develop web pages using HTML, DHTML and Cascading Styles Sheets.
List of Practicals:-
Minimum 8 Practicals to be conducted based on Syllabus. (Maximum upto 10).
1 Installation of Unity and Visual Studio, setting up Unity for VR development,
understanding documentation of the same.
2 Develop a scene in Unity that includes:
i. a cube, plane and sphere, apply transformations on the 3 game objects.
ii. add a video and audio source.
3 Develop Augmented reality based discovery-based learning applications

4 Develop Whole-Room Environment Augmentations:


5 Develop a scene in Unity that includes a sphere and plane . Apply Rigid body
component, material and Box collider to the game Objects. Write a C# program to
grab and throw the sphere using the vr controller.
6 Create an immersive environment (living room/ battlefield/ tennis court) with only
static game objects. 3D game objects can be created using Blender or use available
3D models.
7 Create a HTML page, which has properly aligned paragraphs with images along with it.
8 Write a program to display a list of items in different styles. 3. Create both client side
and server-side image maps.
9 Create your own style sheets and use them in your web page.,

10 Create a form with various fields and appropriate front and validations using any one of
the scripting languages.
11 Write a program to store the form fields in a database, use any appropriate Server Side
Scripting.

Text Book/References

1. Grigore C. Burdea, Philippe Coiffet , Virtual Reality Technology, Wiley 2016


2. Alan B. Craig, Understanding Augmented Reality, Concepts and
Applications, Morgan Kaufmann, 2013.
3. Alan Craig, William Sherman and Jeffrey Will, Developing Virtual Reality
Applications, Foundations of Effective Design, Morgan Kaufmann, 2009.
4. John Vince, “Virtual Reality Systems “, Pearson Education Asia, 2007.
5. Anand R., “Augmented and Virtual Reality”, Khanna Publishing House,
Delhi
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Effective Technical Communication Subject Code: BTIT507T

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

2Hrs 2 - 2 15 35 50
(Theory)

Aim: To develop effective technical communication for real world

Prerequisite(s): None

Course Objective: At the end of the semester, students will have enough confidence to face competitive
examinations (IELTES/ TOEFL/CAT/ MAT/ XAT/SNAP/GMAT/GATE etc.) to pursue masters degree. They will
also acquire language skills required to write their Reviews/Projects/Reports. They will be able to organize their
thoughts in English and hence face job interviews more confidently.

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


1. Acquire knowledge of structure of language.
2. Be able to face competitive exams and the interview process and can become employable.
3. Develop business writing skills.
4. Become familiar with technology enabled communication and can develop technical and
scientific writing skills.
Unit 1. Functional Grammar:
Common errors, Transformation of Sentences- Change the Voice, Change the Narration, Simple, Compound
Complex sentences, Use of Phrases, Idioms & Proverbs.

Unit II. English for Competitive Exams & Interview Techniques:


Word building, English words /phrases derived from otherlanguages, Prefixes and Suffixes,
Synonyms/Antonyms, Technical Jargons, Verbal Analogies, Give one word for, Types &
Techniques ofInterview.
Unit III. Formal Correspondence
Business Letters, (Enquiry, Quotation, Order, Complaint), Job applications and ResumeWriting, e-
mailetiquette, Writing Memorandum, Circulars, notices, Analytical comprehension

Unit IV. Technical & Scientific Writing:


Features of Technical Writing, Technical Report writing (Accident, Feasibility, Trouble, Progress),
Writing Scientific Projects, Writing Manuals,Writing Project Proposals, Writing Research papers.

Reference Books:
1. Effective technical Communication by Barun K. Mitra, Oxford University Press,
2. Technical Communication-Principles and Practice by Meenakshi Raman & Sharma, Oxford
UniversityPress, 2011,
3. Functional English for Technical Students by Dr. Pratibha Mahato and Dr. Dora Thompson,
Himalaya Publishing House
4. How to Prepare a Research Proposal: Guidelines for Funding and Dissertations in the Social
and Behavioral Sciences by Krathwohl & R David
5. Technical Writing- Process and Product by Sharon J. Gerson & Steven M. Gerson, 3rd
edition, PearsonEducation Asia, 2000
6. Developing Communication skills by Krishna Mohan & Meera Banerjee
RASHTRASANT TUKADOJI MAHARAJ NAGPUR UNIVERSITY, NAGPUR
FOUR YEAR BACHELOR OF TECHNOLOGY ([Link].) DEGREE COURSE
SEMESTER: FIFTH (C.B.C.S)
BRANCH: INFORMATION TECHNOLOGY
Subject Name: Yoga and Meditation Subject Code: BTIT508T

College University
Load Lecture Tutorial Credits Assessment Evaluation Total
Marks Marks

2Hrs 2 - - Grade -- Grade


(Theory)

Aim:
The purpose of this course is to learn the specific skills and/or the techniques of the activity. By
actively participating in an activity class, the student may gain health benefits such as improved body
composition, increased flexibility, increased muscular endurance and increased muscular strength.
Participating in activity classes leads to a healthier lifestyle.

Prerequisite(s): No

Course Objectives:

1. Learn the rules, fundamentals, skills & strategies of yoga.


2. Teach various asanas (postures) using hatha yoga & the Iyengar method.
3. Learn breathing techniques.
4. Improve strength, flexibility and the sense of well-being.
5. Increase relaxation of body and soul.

Instructional Methodology:
This class is an activity and participation course; the specific task/exercise(s) for students to complete will be
demonstrated. Students will then complete the task/exercise(s) to the best of their ability.

Curriculum:
1. Two: Basic yoga asanas, breathing techniques and relaxation exercises.
2. Continuation of learning asanas, breathing techniques, and relaxation exercises.
3. Instructions for final yoga routine will be distributed to students.
4. Continuation of learning more advanced asanas, breathing techniques, relaxation exercises
and meditation.

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