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M.Tech. (Full Time) - Multimedia Technology Curriculum & Syllabus 2013 – 2014 FACULTY OF ENGINEERING AND TECHNOLOGY SRM UNIVERSITY SRM NAGAR, KATTANKULATHUR – 603 203

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Page 1: M.Tech. (Full Time) - Multimedia Technology Curriculum .... (Full Time) - Multimedia Technology Curriculum & Syllabus 2013 – 2014 FACULTY OF ENGINEERING AND TECHNOLOGY SRM UNIVERSITY

M.Tech. (Full Time) - Multimedia Technology Curriculum & Syllabus

2013 – 2014

FACULTY OF ENGINEERING AND TECHNOLOGY

SRM UNIVERSITY SRM NAGAR, KATTANKULATHUR – 603 203

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Course code Course Name L T P C Core Courses: I and II Semester

IT2001 Data Structures and Algorithms 3 0 2 4 IT2002 Object Oriented Software Engineering 3 0 2 4

MM2001 Computer Graphics 3 0 2 4 MM2002 Multimedia Programming 3 0 2 4 MM2003 Game Programming 3 0 2 4 MM2004 Web Design Technology 3 0 2 4

Core Courses: III Semester MM2047 Seminar 0 0 1 1 MM2049 Project Phase-I 0 0 12 6

Core Courses: IV Semester MM2050 Project Phase-II 0 0 32 16

Supportive Course:

MA2013 Mathematical Foundations of Computer Science

3 0 0 3

Inter Disciplinary Elective One course to be taken in Semester I

or II or III 3 0 0 3

Program Electives 6 courses of 3 credits each to be taken

in Semesters I -III - - - 18

Program Electives MM2101 Fundamentals of Creative Multimedia 3 0 0 3 MM2102 Computer Modeling and Animation 2 0 2 3 MM2103 Virtual Reality 3 0 0 3

MM2104 GUI Design and Windows Programming

2 0 2 3

MM2105 Multimedia Security 3 0 0 3 MM2106 Multimedia Database 3 0 3 3 MM2107 Digital Image Processing 2 0 2 3 MM2108 Audio-Video Broadcasting Systems 3 0 0 3 MM2109 Digital Audio and Computer Music 2 0 2 3 MM2110 Knowledge Management 3 0 3 3 IT2101 Electronic Commerce 2 0 2 3 IT2105 Artificial Intelligence Planning 3 0 0 3 IT2111 Cloud Computing 2 0 2 3 CC2110 Cloud Application Development 2 0 2 3

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Total Number of credits to be earned for M.TECH degree: 71 CONTACT HOUR/CREDIT: L: Lecture Hours per week T: Tutorial Hours per week P: Practical Hours per week C: Credit NOTE: Students have to register for the courses as per the following guidelines:

Sl. No. Category

Credits I

Semester II

Semester III

Semester IV

Semester Category

total 1 Core courses 12 ( 3

courses) 12 ( 3

courses) --- --- 24

2 Program Elective courses

18 (in I to III semesters) --- 18

3 Interdisciplinary elective courses (any one program elective from other programs)

3 (One course to be taken in Semester I or II or III)

3

4 Supportive courses -mandatory

3 (One course to be taken in Semester I or II or III)

--- 3

5 Seminar --- --- 1 --- 1 6 Project work --- --- 06 16 22 Total 71

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SEMESTER I & II

IT2001

L T P C DATA STRUCTURES AND

ALGORITHMS 3 0 2 4

Total Contact Hours - 75 Prerequisite: NIL

PURPOSE Data structures play a central role in modern computer science. You interact with data structures much more often than with algorithms (think of Google, your mail server, and even your network routers). In addition, data structures are essential building blocks in obtaining efficient algorithms. This course will cover major results and current directions of research in data structures. INSTRUCTIONAL OBJECTIVES 1. To make the student learn a object oriented way of solving problems. 2. To make the student write ADTS for all data structures. 3. To make the student learn different algorithm design techniques. UNIT 1 - OVERVIEW OF C++ (5 hours) C++ class overview-class definition-objects-class members- access control- constructors and destructors-parameter passing methods-dynamic memory allocation and de-allocation-Function overloading. UNIT II - LINEAR DATA STRUCTURES AND ALGORITHM ANALYSIS (7 hours) Review of Arrays-Stacks-Queues-linked lists-Linked stacks and Linked queues-Applications- Efficiency of algorithms-Asymptotic Notations- Time complexity of an algorithm using O notation- Average- Best- and Worst Case Complexities- Analyzing Recursive Programs. UNIT III - NON LINEAR DATA STRUCTURES AND HASH TABL ES (14 hours) Introduction- Definition and Basic terminologies of trees and binary trees- Representation of trees and Binary trees- Binary tree Traversals- Threaded binary trees- Graphs- basic concepts –- representation and traversals. Introduction- Binary Search Trees: Definition- Operations and applications. AVL Trees: Definition- Operations and applications. B Trees: Definition- Operations and applications. Red – Black Trees- Splay Trees and its applications. Hash Tables: Introduction- Hash Tables- Hash Functions and its applications.

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UNIT IV - DIVIDE AND CONQUER & GREEDY METHOD (9 hou rs) General Method- Binary Search- Finding Maximum and Minimum- Quick Sort- Merge sort- Strassen’s Matrix Multiplication- Greedy Method- General Method- Minimum Cost Spanning Trees- Single Source Shortest Path. UNIT V - DYNAMIC PROGRAMMING AND BACKTRACKING (10 hours) General Method- 0 / 1 Knapsack problem- Reliability Design- Traveling Sales Person’s Problem. General Method-8–Queen’s Problem-Graph Coloring-Branch and Bound Practical (30 hours) REFERENCES

1. Mark Allen Weiss, “Data Structures and Problem Solving using C++”, The Benjamin Cummings Addison Wesley Publishing Company, 2002.

2. G.A.V. Pai , “Data Structures and Algorithms”, TMH, 2009. 3. Ellis Horowitz, Sartaj Sahni and Sanguthevar Rajasekaran

“Fundamentals of Computer Algorithms” 2nd Edition, University Press.

4. D. Samanta “Classic Data Structures”, PHI, 2005. 5. Aho, Hopcraft, Ullman, “Design and Analysis of Computer

Algorithms”, PEA, 1998. 6. Goodman and Hedetniemi, “Introduction to the Design and Analysis

of Algorithms”, TMG. 7. E. Horowitz, S. Sahani, “Design and Analysis of Algorithms”, 3rd

Edition, Galgotia. 8. Drozdek, “Data Structures and Algorithms in C++”, 2nd Edition,

Thomson.

IT2002

L T P C OBJECT ORIENTED SOFTWARE

ENGINEERING 3 0 2 4

Total Contact Hours – 75 Prerequisite: Object Oriented Analysis and Design, Programming in Java

PURPOSE As Software development is the expensive process, proper measures are

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required so that the resources can be used efficiently and effectively. Thus this course is to provide the students with the concepts of organized methodology for implementing medium-large software systems like Team programming, Common design and coding methodologies, including Object-Oriented Design (OOD), Design Patterns, Refactoring, and the Unified Modeling Language (UML) and Standard software engineering tools. INSTRUCTIONAL OBJECTIVES

1. Understand the phases in a software project and activities in project management

2. Comprehend the purpose of different UML diagrams

3. Understand the major considerations in collecting, documenting and analyzing project requirements.

4 Cognize the activities in the crucial phase of system design. 5 Identify the key phases in the recent trends of RUP and agile

development

UNIT I - INTRODUCTION TO SOFTWARE ENGINEERING (3 ho urs) Software engineering development activities-Managing software development UNIT II - MODELING WITH UML (9 hours) UML Diagrams: Use Case Diagrams - Class Diagrams - Interaction Diagrams - State Machine Diagrams - Activity Diagrams. Modeling Concepts - Diagram Organization - Diagram Extension UNIT III - REQUIREMENTS AND ANALYSIS (9 hours) Requirements Elicitation - Concepts - Activities & Managing Requirements Elicitation Analysis: Concepts - Analysis Activities - Analysis Model UNIT IV - SYSTEM DESIGN (15 hours) Decomposing the System - Addressing Design Goals - Reusing Patterns - Specifying Interfaces - Mapping Models to Code. UNIT V-AGILE DEVELOPMENT AND RATIONAL UNIFIED PROCESS (9 hours) Rational Unified Process Key Features - Software Best Practices - Static Structure - Dynamic Structure Agile Development: Adapting to Scrum - Patterns for Adopting to Scrum - New Roles - Changed Roles - Sprints - Product Backlogs - Teamwork Practical (30 hours)

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REFERENCES

1. Bernd Bruegge, Alan H Dutoit, “Object-Oriented Software Engineering Using UML, Patterns, and Java”, 3rd Edition, ISBN-10: 0136061257 | ISBN-13: 978-0136061250, 2010.

2. Philippe Kruchten, “The Rational Unified Process: An Introduction”, 3rd Edition, ISBN-10: 0321197704 | ISBN-13: 978-0321197702.

3. Mike Cohn, “Succeeding with Agile: Software Development Using Scrum”, 1st Edition, ISBN-10: 0321579364 | ISBN-13: 9780321579362. 2010.

4. Grady Booch, James Rumbaugh and Ivar Jacobson, “The Unified Modeling Language User Guide”, Addison-Wesley Longman, USA, 2nd Edition, ISBN-10: 0321267974 | ISBN-13: 978-0321267979, 2005.

5. Timothy Lethbridge, Robert Laganiere, “Object-oriented software engineering: practical software development using uml and java”, | ISBN-10: 0077109082 | ISBN-13: 978-0077109080 | 2nd Edition, 2004.

MM2001

L T P C COMPUTER GRAPHICS 3 0 2 4 Total Contact Hours – 75

Prerequisite: NIL

PURPOSE The purpose of this course is to introduce the basic concepts and applications of computer graphics and to equip the students with hand-on experience in 2D/3D computer graphics programming using a high-level graphics language specification such as OpenGL. INSTRUCTIONAL OBJECTIVES 1. Explain two and three dimensional concepts and their applications 2. Identify all techniques related to modern graphics programming

concepts 3. To understand 2D and 3D graphics and their transformations 4. To understand various clipping techniques 5. To understand various illumination and color models UNIT I –INTRODUCTION (9 hours) Introduction : survey of computer graphics, Overview of graphics systems – Video display devices, Raster scan systems, Random scan systems, Graphics monitors and Workstations, Input devices, Hard copy Devices, Graphics

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Software; Output primitives – points and lines, line drawing algorithms, loading the frame buffer, line function; circle and ellipse generating algorithms; Pixel addressing and object geometry, filled area primitives. UNIT II – TWO DIMENSIONAL GRAPHICS (9 hours) Two dimensional geometric transformations – Matrix representations and homogeneous coordinates, composite transformations; Two dimensional viewing – viewing pipeline, viewing coordinate reference frame; widow-to-viewport coordinate transformation, Two dimensional viewing functions; clipping operations – point, line, and polygon clipping algorithms. UNIT III –THREE DIMENSIONAL GRAPHICS (9 hours) Three dimensional concepts; Three dimensional object representations – Polygon surfaces- Polygon tables- Plane equations - Polygon meshes; Curved Lines and surfaces, Quadratic surfaces; Blobby objects; Spline representations - Bezier curves and surfaces - B-Spline curves and surfaces. UNIT IV –THREE DIMENSIONAL TRANSFORMATION AND VIEWING (9 hours) Three dimensional geometric and modeling transformations – Translation, Rotation, Scaling, composite transformations; Three dimensional viewing – viewing pipeline, viewing coordinates, Projections, Clipping; Visible surface detection methods. UNIT V – ILLUMINATION AND COLOUR MODELS (9 hours) Light sources - basic illumination models – halftone patterns and dithering techniques; Properties of light - Standard primaries and chromaticity diagram; Intuitive color concepts - RGB color model - YIQ color model - CMY color model - HSV color model - HLS color model; Color selection. Practical: (30 hours) REFERENCES

1. Peter Shirley, Michael Ashikhmin and Steve Marschner, “Fundamentals of Computer Graphics”, 3rd Edition, 2009.

2. Donald Hearn & M. Paulin Baker, “Computer Graphics”, Pearson Education, 3nd Edition, 2003.

3. Foley J.D, Van Dam A, Feiner S. K and Hughes J. F, “Computer Graphics”, Addison Wesley, 2nd Edition,1993.

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MM2002

L T P C MULTIMEDIA PROGRAMMING 3 0 2 4

Total contact hours – 75 Prerequisite: NIL

PURPOSE To provide sound knowledge in scripting languages, user interface design, and efficient program development to create exciting, compelling interactive user experiences. INSTRUCTIONAL OBJECTIVES 1. Understand the basics of event based programming using Adobe Flash

together with XML capabilities to render rich content in the browser. 2. Comprehend the standards of Flex by which applications can be

deployed consistently on all major browsers, desktops, and devices with necessary skills to design rich forms that apply the use of data binding and validation.

3. Gain knowledge on both client and server side scripting with Javascript and PHP

4. To understand the Adobe Integrated Runtime (AIR) for building Rich Internet applications (RIA).

UNIT I-INTRODUCTION TO ACTION SCRIPT IN FLASH (9 h ours) Programming Concepts – Variables, Data types, conditionals, loops, arrays, Functions, Custom objects - Properties, Methods and Events – Display List, Timeline Control. UNIT II-ADVANCE CONCEPTS IN ACTION SCRIPT USING FLA SH BUILDER (9 hours) OOP –Motion –Drawing with Vectors and Pixels –Text –Sound and video –Understanding XML UNIT III-ACTION SCRIPT IN FLEX (9 hours) Setting up the environment –Using Design mode and Source mode –Adding Interactivity –Using Data Binding –Layout –Creating Rich Forms UNIT IV-JAVASCRIPT & PHP (9 hours) JavaScript –Introduction –Variables and Data types –Control Structures –JavaScript Objects. PHP –PHP language Basics –Files and directories –Data Retrieval using PHP

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UNIT V-ADOBE AIR (9 hours) Introduction – Applications, Windows, Menus –File System Integration –Using Local databases –HTML in AIR. Practical: (30 hours) REFERENCES

1. Rich Shupe and Zevan Rosser, “Learning ActionScript 3.0: A Beginner’s Guide”, Adobe Developer Library.

2. Chafic Kazoun and Joey Lott, “Programming Flex 3”, Adobe Developer Library.

3. Alaric Cole, “Learning Flex 3”, Adobe Developer Library 4. Paul Wilton and Jeremy McPeak, “Beginning JavaScript, 3rd Edition”,

Wrox Press Inc., 2007. 5. Mercer, Kent, Nowicki, Squier and Choi, “Beginning PHP5”, John

Wiley & Sons, Inc., 2004. 6. Michael Labriola, “Breaking out of Web Browser With Adobe AIR”,

Prentice Hall, Inc., 2009. 7. Joseph Lott, Kathryn Rotondo, Sam Ahn and Ashley Atkins, “Adobe

AIR in Action”, Manning Publications Co, 2009.

MM2003

L T P C GAME PROGRAMMING 3 0 2 4

Total contact hours – 75 Prerequisite: Basic knowledge about 2D, 3D Analytical Geometry, C and C++ programming languages

PURPOSE The main purpose of this course is to provide the student with sound programming skills to learn Game design. Integrate technologies such as artificial intelligence to develop interactive game application. INSTRUCTIONAL OBJECTIVES 1. To Understand principles of Game design and Game Engine design 2. Good knowledge of implementing games in various platform 3. Making use of artificial intelligence in gaming 4. Understand different types of animation

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UNIT I - Fundamental of Game Programming (9 hours) Fundamental of Game Programming: Input, Applying Game Logic, Game Loops,Game Timings, Core Architecture Using State Controls , ACTOR Management , Collision Detection , Artificial Intelligence, 2D Graphics Programming: Rendering ,Render Loop, Handling Window Events UNIT II - Game Network and Game Database (9 hours) Local Area Networking for Java Games: The Communication Protocol, Sockets, Using the Java Networking APIs, The Game Networking Process ,Protocol, Game Databases and JDBC: Relational Databases, SQL, The JDBC API, Database Design Essentials, Keys, Indexes, and Referential Integrity, Database Design Essentials, JDBC Performance Techniques, Data Caching UNIT III - 3D Game (9 hours) 3D Graphics Foundations: 3D Graphics in Computer Animation and Real Time, 3D Hardware Acceleration,3D Game History, 3D Graphics Condensed Soup , Creating Game Audio Using : Overview of Audio Components, Basics, OpenAL Basics, Tinkering with Source and Listener Properties, Sound Rendering Contexts. UNIT IV - Game Agents (9 hours) State Driven Agent Design: Finite State Machine, State Transition Tables, Embedded Rules, BaseGameEntity Class, Goal Driven Agent: Introduction, Implementation , Goal Arbitration, Desirability Calculation , Fuzzy Logic: Crisp Sets, Set Operators, Fuzzy Sets, Membership Functions, FLV, Fuzzy Rules, Fuzzy Inference, Defuzzification UNIT V - Game Development (9 hours) Practical Path Planning: Navigation Graph Construction, The Raven Navigation Graph , A* Algorithm, Developing 2D and 3D interactive games , Tile Based Games, Puzzle games, Single Player games, Multi Player games. Practical: (30 hours) REFERENCES

1. David H. Eberly, “3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics”, Morgan Kaufmann, 2 Edition, 2006.

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2. JungHyun Han, “3D Graphics for Game Programming”, Chapman and Hall/CRC, 1st edition, 2011.

3. Mike McShaffrfy, “Game Coding Complete”, Third Edition, Charles River Media, 2009.

4. Jonathan S. Harbour, “Beginning Game Programming”, Course Technology PTR, 3 edition, 2009.

5. Ernest Adams and Andrew Rollings, “Fundamentals of Game Design”, Prentice Hall 1st edition, 2006.

6. Roger E. Pedersen, “Game Design Foundations”, Edition 2, Jones & Bartlett Learning, 2009.

MM2004

L T P C WEB DESIGN TECHNOLOGY 3 0 2 4

Total Contact Hours - 75 Prerequisite: NIL

PURPOSE The purpose of this course is to study the fundamental concepts in web technology and to study the various server side and client side scripting languages. INSTRUCTIONAL OBJECTIVES 1. To get proficient in Web Essentials and Web Development using

HTML and CSS 2. To gain knowledge in Java Script and its library jQuery 3. To understand Server Side Scripting like Servlets and JSP 4. Ability to plan and implement XML based Applications 5. To build web application with extensive client-side interactivity

UNIT I – Web Essentials, HTML5, CSS3 (9 hours) Web Essentials: Clients, Servers and Communications. The Internet-Basic Protocols-The World Wide Web-Http request message-response message-Web Clients and Web Servers.HTML5: Basic Tags-Canvas, SVG, Drag/Drop, Geolocation, Video, Audio, Input types-Form elements, form Attributes.CSS3: Borders-Backgrounds-TextEffects-Fonts-2D and 3D Transforms-Transitions-Animations UNIT II – JAVASCRIPT and JQUERY (9 hours) JavaScript: An Introduction to JavaScript -Objects in JavaScript: Data and Objects - Built-in objects - Events - DHTML with JavaScript. jQuery :

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Selectors, Events-jQuery Effects: Hide/Show, Fade ,Animate, stop, callback, chaining-jQuery DOM manipulation UNIT III – SERVLETS AND JSP (9 hours) Servlets 3.1: Web servers and Java web containers-Lifecycle-content handling-cookies-session tracking-filters- Annotations- Filters-Event handling-Exception Handling -Asynchronous processing -Debugging - Security – Internationalization. Java server pages(JSP) 2.2:Expressions-and declarations-directives-JSP and java beans-include and forward directives-- Standard Tag Library- Database Access- XML - Java Beans - Custom Tags - Expression Language(EL)-JSTL. UNIT IV – XML (9 hours) XML : Introduction and Overview-XML Fundamentals-XML Syntax-XML Namespaces-XML Document Type Definitions (DTD)-XML Schema Definition (XSD)-XQuery and Xpath-Presenting XML-XML Transformation with XSLT-XML Parsers:DOM and SAX UNIT V – AJAX (9 hours) AJAX -xmlHttpRequest object-AJAX applications-AJAX frame work .Web design Frameworks: Responsive web design-Overview on Twitter bootstrap, DoJo, YahooUI, Google web toolkit libraries. Applets-Overview on javaFX applets. Practical: (30 hours) REFERENCES

1. Jeffrey C. Jackson, “Web Technologies: A Computer Science Perspective”, Pearson Education, 2006.

2. Chris Bates, “Web Programming – Building Intranet applications”, Wiley Publications, 3rd Edition, 2009.

3. Jonathan Chaffer, Karl Swedberg, “Learning jQuery: Better interaction Design and Web Development with Simple JavaScript Techniques”, PACKT publishing, 2007.

4. Deitel, Deitel & Nieto, “Internet and World Wide Web - How to Program”, Prentice Hall, 4th Edition, 2008.

5. Marty Hall,“Core Servlets and Java Server Pages”, JAVA 2 Platform, Enterprise Edition services.

6. www.w3schools.com

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MM2047

L T P C

SEMINAR 0 0 1 1

Prerequisite

Nil

PURPOSE

Seminar is one of the important components for the engineering graduates to exhibit and expose their knowledge in their field of interest. It also gives a platform for the students to innovate and express their ideas in front of future engineering graduates and professionals. INSTRUCTIONAL OBJECTIVES 1 To make a student study and present a seminar on a topic of current

relevance in Information Technology or related fields. 2 Enhancing the debating capability of the student while presenting a

seminar on a technical topic. 3 Training a student to face the audience and freely express and present his

ideas without any fear and nervousness, thus creating self-confidence and courage which are essentially needed for an Engineer.

GUIDELINES 1 Each student is expected to give a seminar on a topic of current relevance

in IT/Related field with in a semester. 2 Students have to refer published papers from standard journals. 3 The seminar report must not be the reproduction of the original papers

but it can be used as reference. ASSESMENT 1 Assessment will be done according to university regulation.

L T P C MM2049 PROJECT WORK PHASE I (III semester) 0 0 12 6 MM2050 PROJECT WORK PHASE II (IV

semester) 0 0 32 16

PURPOSE To undertake research in an area related to the program of study INSTRUCTIONAL OBJECTIVE The student shall be capable of identifying a problem related to the program of study and carry out wholesome research on it leading to findings which will facilitate development of a new/improved product, process for the benefit of the society.

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M.Tech projects should be socially relevant and research oriented ones. Each student is expected to do an individual project. The project work is carried out in two phases – Phase I in III semester and Phase II in IV semester. Phase II of the project work shall be in continuation of Phase I only. At the completion of a project the student will submit a project report, which will be evaluated (end semester assessment) by duly appointed examiner(s). This evaluation will be based on the project report and a viva voce examination on the project. The method of assessment for both Phase I and Phase II is shown in the following table:

Assessment Tool Weightage In- semester I review 10%

II review 15% III review 35%

End semester Final viva voce examination

40%

Student will be allowed to appear in the final viva voce examination only if he / she has submitted his / her project work in the form of paper for presentation / publication in a conference / journal and produced the proof of acknowledgement of receipt of paper from the organizers / publishers.

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SUPPORTIVE COURSE

MA2013

MATHEMATICAL FOUNDATIONS OF

COMPUTER SCIENCE L T P C

Total Contact Hours - 45 3 0 0 3

Prerequisite

Nil

PURPOSE

To impart analytical ability and to solve real life problems pertaining to branches of Computer Science and Engineering.

INSTRUCTIONAL OBJECTIVES

1. To be exposed with logic

2. To be thorough in mathematical induction

3. To understand algebraic systems such as relations

4. To be familiar with the basic concepts of lattices

UNIT I – LOGIC (9 hours)

Logic - Statements - Connectives - Truth tables - Normal forms - Predicate calculus - Inference Theory for Statement calculus and predicate calculus. UNIT II – COMBINATORICS (9 hours)

Combinatory - Mathematical Induction - Pigeonhole principle - Principle of inclusion and exclusion. UNIT III- RECURSIVE FUNCTIONS (9 hours)

Recursive Functions- Recurrence relation - Solution of recurrence relation using characteristic polynomial and using generating function - Recursive functions - Primitive recursive functions, Computable and non computable functions. UNIT IV- ALGEBRAIC STRUCTURES (9 hours)

Algebraic Structures - Groups - Definition and examples only - Cyclic groups Permutation group (Sn and Dn) - Subgroups - Homomorphism and Isomorphism - Cosets - Lagrange's Theorem - Normal subgroups - Cayley's representation theorem. UNIT V – LATTICES (9 hours)

Lattices - Partial order relations, Poset - Lattices, Hasse diagram - Boolean algebra.

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REFERENCES 1. Tremblay J.P. and Manohar R., "Discrete Mathematical Structures with

applications to Computer Science", McGraw Hill International Edition, 1987Kenneth H. Rosen, Discrete Mathematics and Its Applications, 4th Edition, Tata McGraw Hill, 2002.

2. Venkataraman M.K. etal., "Discrete Mathematics", National Publishing Co.,2000.

3. Prof. Sundaresan V., Ganapathy Subramanian K.S.and Ganesan K., “Discrete Mathematics”, New Revised Edition, 2001.

4. Alan Doerr and Kenneth Levasseur, "Applied Discrete Structures for Computer Science", Galgotia Publications (P) Ltd.,1992.

5. Liu C.L., “Elements of Discrete Mathematics”, 2nd Edition, McGraw Hill Publications, 1985.

6. Gersting. J.L. , “Mathematical Structures for Computer Science”, 3rd Edition, W.H. Freeman and Co., 1993.

7. Lidl and Pitz, “Applied abstract Algebra”, Springer - Verlag, New York, 1984.

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PROGRAM ELECTIVES

MM2101

L T P C FUNDAMENTALS OF CREATIVE MULTIMEDIA

3 0 0 3

Total Contact Hours - 45 Prerequisite: NIL

PURPOSE The purpose of this course is to understand the various concepts of compression methods, hardware and software used in multimedia and to get familiar with the various file formats used in multimedia. INSTRUCTIONAL OBJECTIVES 1. To understand Multimedia hard ware and software 2. To understand Multimedia system architecture 3. To understand various compression techniques 4. To understand various file formats 5. To understand storage media UNIT I – Multimedia System Design: An Introduction (9 hours) Multimedia Elements, Multimedia Applications, Multimedia System Architecture, Evolving Technologies for Multimedia Systems, Multimedia Databases UNIT II –Compression and Decompression Techniques (9 hours) Types of Compression, Binary Image Compression Schemes, Color, gray scale, still-video image compression, Discrete Cosine Transform, Video Image compression, MPEG Coding methodology, Audio Compression, Data and File format standards- RTF, TIFF,RIFF, MIDI, JPEG, AVI, JPEG, TWAIN Architecture. UNIT III – MULTIMEDIA INPUT AND OUTPUT TECHNOLOGIES (9 hours) Key Technology Issues, Pen Input, Video and Image Display Systems, Print Output Technologies, Image Scanners, Digital Voice and Audio, Video Images and Animation, Full Motion Video.

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UNIT IV– STORAGE AND RETRIEVAL TECHNOLOGIES (9 hour s) Magnetic Media Technology, RAID-Level-0 To 5, Optical Media, WORM optical drives, Hierarchical Storage Management, Cache Management for storage systems. UNIT V– MULTIMEDIA APPLICATION DESIGN (9 hours) Types of Multimedia systems - Virtual Reality Design - Components of Multimedia system - Distributed Application Design Issues - Multimedia Authoring and User Interface - Hypermedia Messaging - Distributed Multimedia Systems REFERENCES

1. Andleigh PK and Thakrar K, “Multimedia Systems”, Addison Wesley Longman, 1999.

2. Fred Halsall, “Multimedia Communications”, Addison Wesley, 2000. 3. Ralf Steinmetz, Klara Nahrstedt, “Multimedia, computing,

communications and applications”, Prentice Hall, 1995. 4. Tay Vaughan, “Multimedia making It work”, TMH 5th Edition 2001. 5. Weixel, Fulton, Barksdale.Morse, “Multimedia Basics”, Easwar Press

2004.

MM2102

L T P C COMPUTER MODELING AND

ANIMATION 2 0 2 3

Total Contact Hours – 60 Prerequisite: NIL

PURPOSE This Course enables the students to explore principles of 3-dimensioning and apply them in the creation of 3D computer representations using appropriate modeling software. Emphasis will be placed on creation of accurate models rendered with color, shading, texture mapping and lighting to simulate effects of materials, finishes and surface graphics. INSTRUCTIONAL OBJECTIVES 1. To involve the students to use/manipulate the software interface 2. To gain knowledge in creation of objects 3. To use various modifiers and particle systems 4. To apply appropriate materials to objects 5. To use lights, cameras and rendering with environments

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UNIT I –INTRODUCTION TO 3D ELEMENTS AND CREATION (6 hours) Understanding coordinate system, vertex, faces and object - Concept of wireframe, surface and solid modeling- Creating primitive objects and patches- Understanding modification methods and transformation of 3D objects - Creating primitives using keyboard and dimensional control. UNIT II – SOLID MODELING AND MATERIAL EDITOR (6 hours) Creating shapes by lofting - Integrating shape and path to create complex objects - Solid modeling using Boolean Operations - Boolean parameters and sub-level modifications - Creating object using NURBS – Animation using various modifiers - Definition of materials and overview of Material Editor interface - Basic materials, color and shading - Designing basic standard materials. UNIT III – LIGHTING (6 hours) Properties of light - Natural and Artificial Lights - Creating light object; Omni lights, target spotlights and free spotlights - Setting light color - Setting the shadow properties of an object. UNIT IV – USING CAMERAS AND RENDERING (6 hours) Characteristics of cameras - Placing camera in a scene - modifying camera parameters - Understanding camera navigation buttons - Concept of rendering in 3D modeling - Render options and file output - Importance of background elements in 3D visualization - Artificial fog simulation and fog types - Volume light effects. UNIT V – PARTICLE SYSTEMS (6 hours) Uses of particle systems for realistic photo-rendering - Creating simple particle systems - Definition of Space Warp - concept and application - Space warp that affects particles or geometry. Practical: (30 hours) REFERENCES

1. Boardman, Ted, “3DS MAX Fundamentals”, Pearson Custom Publishing, 2006.

2. "Inside 3D Studio Max Vol. II", Indianapolis, New Riders, 1997.

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3. Duff, J. M., "Mastering 3D Studio: Modeling, Rendering and Animation", New York: PWS Publishing Company, 1995.

4. “Basics of 3D Modeling”, NIIT, Prentice Hall of India, 2004. 5. “3D Animations: An Overview”, NIIT, Prentice Hall of India, 2004. 6. Tom Meade and Shinsaku Arima, “ Maya 8: The Complete

Reference”, Tata McGraw-Hill, 2007 7. John Edgar Park, “Understanding 3D Animation Using Maya”,

Springer 2004.

MM2103

L T P C VIRTUAL REALITY 3 0 0 3

Total contact hours - 45 Prerequisite: NIL

PURPOSE In this course the techniques and technologies that need to be brought together to allow people to work efficiently in virtual worlds is explored with the principles of virtual reality and virtual environments, hardware, software and design issues in presenting images and sound in immersive environments, input and control devices, quantitative assessment of virtual reality systems INSTRUCTIONAL OBJECTIVES 1. Understand key elements of virtual Reality with the components in VR

systems and various input and output devices required for interacting in virtual world along with rendering and modeling.

2. Understand the human factors needed in navigating in Virtual world 3. Gain knowledge in Virtual reality modeling language UNIT I - INTRODUCTION TO VIRTUAL REALITY (9 hours) Virtual Reality-Key Elements-Components of VR system-Interface to Virtual World –Input and output UNIT II - RENDERING THE VIRTUAL WORLD (9 hours) Representation of virtual world- Rendering systems- Modeling UNIT III - INTERACTING WITH VIRTUAL WORLD (9 hours) Human factors in VR- Manipulating –Navigating- interacting in virtual world- virtual reality experience – Applications UNIT IV - VRML INTRODUCTION AND CONCEPTS (9 hours)

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Design Goals-History-VRML & WWW; Key Concepts- Overview-UTF-8 syntax-Scene graph Structure- Node semantics- Field-Events-Time-Scripting-Navigation-Lighting UNIT V-VRML MODELS (9 hours) Node Reference-Field and Event reference-Conformance-Examples REFERENCES

1. Burdea G. C., Coiffet P., “Virtual Reality Technology”, J. Wiley & Sons, Second Ed., 2003.

2. William R. Sherman and Alan Craig, “Understanding Virtual Reality: Interface, Application, and Design” Morgan Kaufmann Publishers.

3. Rikk Carey and Gavin Bell, “The Annotated VRML 2.0 Reference Manual”, Addison-Wesley.

4. John Vince, “Virtual Reality Systems”, Pearson Education.

MM2104

L T P C GUI DESIGN AND WINDOWS

PROGRAMMING 2 0 2 3

Total Contact Hours - 60 Prerequisite: NIL

PURPOSE To introduce the dynamic field of human-computer interaction (HCI) and Students learn practical principles and guidelines needed to develop high quality interface designs–ones that users can understand, predict, and control. It covers theoretical foundations, and design processes such as expert reviews and usability testing. INSTRUCTIONAL OBJECTIVES 1. Provides a broad survey of designing, implementing, managing,

maintaining, training, and refining the user interface of interactive systems

2. Describes practical techniques and research-supported design guidelines for effective interface designs

3. Delivers informative introductions to development methodologies, evaluation techniques, and user-interface building tools.

4. Guides students who might be starting their first HCI design project UNIT I-INTRODUCTION (6 hours)

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Introduction - GUI advantages – Usability Goals and Measures – Usability Motivation –Guidelines - Principles – Comparison of GUI and web design UNIT II-DEVELOPMENT PROCESS (6 hours) Organization Design, Pillars of design -Development Methodology -Participatory Design -Scenario Development - Expert Reviews -Usability Testing –Usability reports- Usability lab- Acceptance Testing - Evaluation during Active Use -Practicing Examples. UNIT III-INTERACTION STYLES (6 hours) Examples of direct Manipulation - 3D Interface- Virtual and Augmented Reality Task related Menu Organization -Single Menu, Combination of Multiple Menu - Content Organization, Data Entry with Menus - Command & Natural Language - Command organization functionality, Strategies UNIT IV-DESIGN ISSUES (6 hours) Quality of Services - Models of Response – Time Impacts -Expectation and Attitude -User Productivity and Variability in Response Time -Online versus Paper Documentation -Shaping the content and Accessing the Document - Online Tutorial - Development Process and Examples UNIT V-INFORMATION SEARCH AND VISUALIZATION (6 hour s) Information Search and Visualization -Searching in Textual documents and Database Querying Multimedia Document Searches -Advanced filtering -Data type by Task Taxonomy - Challenges for Information Visualization - Practicing Examples Practical: (30 hours) REFERENCES

1. Shneiderman, Plaisant, Cohen & Jacobs, “Designing the User Interface: Strategies for Human-Computer Interaction” , 5/E, Addison-Wesley, 2009.

2. Leventhal and Barnes, “Usability Engineering: Process, Products and Examples”, 1/E, Prentice Hall, 2007.

3. Dix, Finlay, Abowd and Beale, “Human-Computer Interaction”, 3/E, Prentice Hall, 2003.

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MM2105

L T P C MULTIMEDIA SECURITY 3 0 0 3

Total Contact Hours - 45 Prerequisite: NIL

PURPOSE This course intends to give an in–depth knowledge in Multimedia security and to gain knowledge and hands-on experience about multimedia systems and security technologies, theories, research issues and recent developments of multimedia-based security systems, such as video surveillance, biometric feature applications, and sensor networks. INSTRUCTIONAL OBJECTIVES 1. To understand the multimedia security needs 2. To evaluate the multimedia security weakness through forensics 3. Enable the students to develop secured multimedia application UNIT I – Multimedia System Overview (9 hours) Multimedia compression technologies and standards - VCD, DVD - MPEG-1/2/4/21. UNIT II – Secured Multimedia (9 hours) Secured Multimedia, Digital Rights Management Systems, and Technical Trends - Multimedia encryption - Digital Watermarking - Security Attacks UNIT III – Multimedia Authentication (9 hours) Pattern, Speaker and Behavior Recognition - Speaker Recognition - Face Recognition UNIT IV– Multimedia Forensics (9 hours) Digital Forensics taxonomy, goals/requirements - Forensic Data Acquisition - Digital Forensics Tools -Forensics Analysis and Validation - File and Network Forensics – Techniques - Application forensics- Email, Graphics and Multimedia Forensics UNIT V– Multimedia Security Applications (9 hours) Media Sensor Network - Voice over IP (VoIP) Security – DTH – Video Conference

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REFERENCES

1. Wenjun Zeng, Heather Yu and Ching – Yung Lin, “Multimedia Security technologies for Digital rights Management”, Elsevier Inc 2006.

2. Chun-Shien Lu, “Multimedia Security : Steganography and Digital Watermarking techniques for Protection of Intellectual Property”, Springer Inc 2007.

MM2106

L T P C MULTIMEDIA DATABASE 3 0 0 3

Total Contact Hours – 45 Prerequisite: Basic knowledge in Database is preferred

PURPOSE The main purpose of this course is to provide the student about the database storage, retrieval of Multimedia elements. INSTRUCTIONAL OBJECTIVES 1. To understand basic of database 2. To understand different types data structure 3. To understand Design and Architecture of a Multimedia Database 4. To understand Audio and Video Storage UNIT I-INTRODUCTION TO DATABASE (9 hours) Basics of Database Management Systems - Relational Model – SQL, Functional Dependencies - Normal Forms – Multivalued Dependencies, Join Dependencies – Examples - An introduction to Object-oriented Databases. UNIT II-MULTIDIMENSIONAL DATA STRUCTURES (9 hours) k-d Trees - Point Quadtrees - The MX-Quadtree - R-Trees - comparison of Different Data Structures. UNIT III-IMAGE RETRIEVAL MECHANISMS (9 hours) Text/Document Databases - Precision and Recall - Stop Lists - Word Stems and Frequency Tables - Latent Semantic Indexing - TV-Trees - Other Retrieval Techniques -Image Databases - Raw Images - Compressed Image Representations - Similarity-Based Retrieval - Alternative Image DB Paradigms - Representing Image DBs with Relations - Representing Image DBs with R-Trees - Retrieving Images By Spatial Layout - Implementations.

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UNIT IV-AUDIO/VIDEO DATABASES (9 hours) Audio Databases - A General Model of Audio Data - Capturing Audio Content through Discrete Transformation - Indexing Audio Data. Video Databases - Organizing Content of a Single Video - Querying Content of Video Libraries - Video Segmentation UNIT V-MULTIMEDIA DATABASE DESIGN (9 hours) Design and Architecture of a Multimedia Database - Organizing Multimedia Data Based on The Principle of Uniformity - Media Abstractions - Query Languages for Retrieving Multimedia Data. REFERENCES

1. Subramanian V. S., “Principles of Multimedia Database Systems”, Elsevier Publishers, 2013.

2. Elmasri and Navathe, “Fundamentals of Database Systems, 6th Edition, Addison.

3. Wesley, 2003. Subramanian S., “Principles of Multimedia Database Systems”, Elsevier, 1998.

4. Date C. J., “An Introduction to Database Systems”, 8th Edition. 5. Khoshafian S. and Bakor A. B., “Multimedia and Imaging Databases”,

Elsevier, 1996. 6. Kingsley Nwosu C., “Multimedia Database Systems: Design and

Implementation Strategies”, Kluwer Academic Publishers, 1996. 7. Lynne Dunckley, “Multimedia Databases: An Object-Relational

Approach” , Pearson Education, 2003.

MM2107

L T P C DIGITAL IMAGE PROCESSING 2 0 2 3

Total Contact Hours – 60 Prerequisite: NIL

PURPOSE The purpose of this course is to introduce the concepts and applications of Digital Image Processing and to equip the students with hand-on experience in mathematical concepts and algorithm related to Digital Image Processing. INSTRUCTIONAL OBJECTIVES 1. To study the image fundamentals and mathematical transforms

necessary for image processing. 2. To study the image enhancement techniques

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3. To study image restoration procedures. 4. To study the image compression procedures. 5. To study the image segmentation and representation techniques.

UNIT I - FUNDAMENTALS OF IMAGE PROCESSING (6 hours) Introduction – Elements of visual perception, Steps in Image Processing Systems – Image Acquisition – Sampling and Quantization – Pixel Relationships – Colour Fundamentals and Models, File Formats. Introduction to the Mathematical tools. UNIT II - IMAGE ENHANCEMENT AND RESTORATION (6 hour s) Spatial Domain Gray level Transformations Histogram Processing Spatial Filtering – Smoothing and Sharpening. Frequency Domain: Filtering in Frequency Domain – DFT, FFT, DCT, Smoothing and Sharpening filters – Homomorphic Filtering., Noise models, Constrained and Unconstrained restoration models. . UNIT III - IMAGE SEGMENTATION AND FEATURE ANALYSIS (6 hours) Detection of Discontinuities – Edge Operators – Edge Linking and Boundary Detection – Thresholding – Region Based Segmentation – Motion Segmentation, Feature Analysis and Extraction. UNIT IV - MULTI RESOLUTION ANALYSIS AND COMPRESSION S (6 hours) Multi Resolution Analysis: Image Pyramids – Multi resolution expansion – Wavelet Transforms, Fast Wavelet transforms, Wavelet Packets. Image Compression: Fundamentals – Models – Elements of Information Theory – Error Free Compression – Lossy Compression – Compression Standards – JPEG/MPEG. UNIT V - APPLICATIONS OF IMAGE PROCESSING (6 hours ) Representation and Description, Image Recognition- Image Understanding – Image Classification – Video Motion Analysis – Image Fusion – Steganography – Colour Image Processing. Practical: (30 hours)

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REFERENCES

1. Rafael C. Gonzalez and Richard E. Woods, “Digital Image Processing”, Third Edition, Pearson Education, 2008.

2. Milan Sonka, Vaclav Hlavac and Roger Boyle, “Image Processing, Analysis and Machine Vision”, Third Edition, Third Edition, Brooks Cole, 2008.

3. Anil K.Jain, “Fundamentals of Digital Image Processing”, Prentice-Hall India, 2007.

4. Madhuri A. Joshi, “Digital Image Processing: An Algorithmic Approach”, Prentice-Hall India, 2006.

5. Rafael C. Gonzalez , Richard E.Woods and Steven L. Eddins, “Digital Image Processing Using MATLAB”, First Edition, Pearson Education, 2004.

MM2108

L T P C AUDIO-VIDEO BROADCASTING

SYSTEMS 3 0 0 3

Total Contact Hours – 45 Prerequisite: NIL

PURPOSE The purpose of this course is to give wider knowledge about the audio and video broadcasting systems across globally. INSTRUCTIONAL OBJECTIVES 1. To gain knowledge about existing supporting technologies for

broadcasting 2. To learn about various broadcast technologies 3. To gain knowledge about production components and transmitter

systems hardware 4. To test and measure the performance of the broadcasting system

UNIT I - SUPPORTING TECHNOLOGIES (9 hours) Quantities and Units – Information Theory and Error Correction – Coaxial Cable and Optical Fibers – TCP/IP Networking – SAN and NAS Technologies – Telco Technologies – Color Displays and colorimetry.

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UNIT II - BROADCAST TECHNOLOGIES AND STANDARDS (9 hours) Linear Digital Audio – Non Linear Audio Systems – Television Standards and Broadcasting Spectrum – Color Encoding and decoding Systems – Time code –Sound in Syncs – VBI Data Carriage – Digital Interfaces for Broadcast Signals – Storage File Formats – HDTV Standards – MPEG-2 – DVB standards –Data Broadcast – ATSC Video, Audio and PSIP Transmission – Interactive TV – Encryption systems. UNIT III - BROADCAST / STUDIO AND PRODUCTION COMPONENTS (9 hours) Sound Origination Equipment – Lens Systems and Optics – Optical Sensors – Studio Cameras and Camcorders – VTR Technology – Television Standards Conversion – Television studio centers – Studio cameras ad lighting – Talkback and Communication Systems – Visual Effects –Editing, Mixers and Switchers – Sound Mixing and Control, Surround sound- Routers and Matrices – Transmission Systems.. UNIT IV -BROADCAST SYSTEMS AND TRANSMITTER SYSTEMS HARDWARE (9 hours) Broadcast mobile control rooms – Microwave links for OB and ENG – Battery Systems – Electrical Systems for Outside Broadcast – Radio frequency propagation – Thermionics, Power grid and linear beam tubes – Transposes – Satellite distribution – Microwave radio relay systems – Up-link Terminals – Intercity Links and switching centers – Masts, Towers and Antennas. UNIT V - TEST AND MEASUREMENT (9 hours) Television Performance Measurements – Digital Video Systems Test and Measurement - Audio Systems Test and Measurement – Broadcast Engineering RF Measurements – Digital RF Measurements – Systems Monitoring and Management. REFERENCES

1. Tozer EPJ, “Broadcast Engineer’s Reference Book”, Elsevier, 2004. 2. Jerry C. Whitaker and K. Blair Benson, “Standard Handbook of

Broadcast Engineering”, TMH publications, 2004. 3. Michael Talbot Smith, “Broadcast Sound Technology”, Focal

publisher, 2nd Edition, 1995.

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MM2109

L T P C DIGITAL AUDIO AND COMPUTER MUSIC

2 0 2 3

Total contact hours – 60 Prerequisite: NIL

PURPOSE The main purpose of this course is to understand and analysis digital audio and speech INSTRUCTIONAL OBJECTIVES 1. To understand the basic concepts of digital audio and speech 2. To gain knowledge about speech analysis and classification 3. To understand MIDI and audio usage in web 4. To understand audio signal processing and product manufacturing UNIT I-INTRODUCTION (6 hours) Digital audio, audio processing- handling audio in MATLAB-segmentation-visualization-sound generation-Speech: production-characteristics of speech, speech understanding UNIT II-HEARING, COMMUNICATION AND AUDIO ANALYSIS (6 hours) Psychoacoustics-Amplitude and frequency models-auditory scene analysis-speech communication- quantisation - parameterisation-audio analysis - analysis toolkit –speech analysis and classification UNIT III-DIGITAL AUDIO (6 hours) Digital audio technology-digital audio workstation-Groove tools and techniques UNIT IV-MIDI AND AUDIO IN WEB (6 hours) MIDI and electronic music technology- multimedia and the web- synchronization-amplifiers UNIT V-SIGNAL PROCESSING (6 hours) Signal processing-Noise reduction- Surround sound- Product manufacturing- studio tips and tricks Practical: (30 hours)

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REFERENCES

1. Ian McLoughlin, “Applied Speech and Audio Processing with MATLAB® Example”, Cambridge University Press (ISBN-13 : 978-0-521-13283-1) 2009.

2. David Miles Huber and Robert E. Runstein, “Modern Recording Techniques-7th Edition”, Focal Press(ISBN: 978-0-240-81069-0), 2009.

3. Francis Rumsey and Tim McCormick, “Sound and Recording-6th Edition” , Focal Press (ISBN: 978-0-24-052163-3), 2009.

4. Michael Talbot and Smith, “Sound Engineering Explained, 2/e”, Focal Press (Original ISBN:0-240-51667-2, Indian Reprint ISBN-13: 978-81-312-0820-5), 2001.

MM2110

L T P C KNOWLEDGE MANAGEMENT 3 0 0 3

Total Contact Hours – 45 Prerequisite: NIL

PURPOSE The goal of this course is to give you a solid foundation covering the major problems, challenges, concepts, and techniques dealing with the organization and management of knowledge with the help of computers. INSTRUCTIONAL OBJECTIVES 1. To understand the fundamental concepts in the study of knowledge and

its creation, acquisition, representation, dissemination, use and re-use, and management.

2. To critically evaluate current trends in knowledge management such as artificial intelligence, CBR, Data mining and their manifestation in business and industry.

3. To understand systems that create, capture, preserve and utilize knowledge

4. To understand the complexities involved in establishing a Knowledge management system in an enterprise.

5. To understand the advanced topics and case studies in knowledge management

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UNIT I - INTRODUCTION (9 hours) Introdution: An Introduction to Knowledge Management , Nature of Knowledge, Knowledge management Solutions, From Information Management to Knowledge Management, Knowledge management system life cycle, Organizational Impacts of Knowledge Management. UNIT II - TECHNOLOGIES TO MANAGE KNOWLEDGE (9 hour s) Artificial Intelligence, Knowledge Based Systems, Case Based Reasoning Systems, Knowledge Elicitation: Converting Tacit Knowledge to Explicit Knowledge, Knowledge discovery through data mining. UNIT III - KNOWLEDGE MANAGEMENT SYSTEMS (9 hour s) Knowledge Discovery Systems-Systems that create knowledge, Knowledge Capturing Systems-Systems that preserve and formalize knowledge, Capturing Tacit Knowledge, Knowledge Sharing Systems-Systems that organizes and distribute knowledge and Knowledge Application Systems-Systems that utilize knowledge. UNIT IV - KNOWLEDGE CODIFICATION AND SYSTEM IMPLEMENTATION (9 hours) Modes of Knowledge Conversion, Knowledge Codification, Codification tools and procedures, Implications for knowledge management, Knowledge Transfer and sharing – Role of Internet in knowledge Transfer UNIT V - FUTURE TRENDS AND CASE STUDIES (9 hours) The future of knowledge management, Advanced topics and case studies in knowledge management - Development of a knowledge management map/plan that is integrated with an organization's strategic and business plan - A case study on Corporate Memories for supporting various aspects in the process life -cycles of an organization. REFERENCES

1. Irma Becerra-Fernandez, Avelino Gonzalez, Rajiv Sabherwal “Knowledge Management Challenges, Solutions, and Technologies” (edition with accompanying CD). Prentice Hall. ISBN: 0-13-109931-0, 2004.

2. Elias M. Awad, Hassan M. Ghaziri, “Knowledge Management”, Prentice Hall. ISBN: 0-13-034820-1, 2004.

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3. Imed Boughzala and Jean-Louis Ermine, “Trends In Enterprise Knowledge Management”, International Scientific and Technical Encyclopedia © 2006 Citation, ISBN:9781905209033.

4. Anthony F. Buono and Flemming Poulfelt, “Challenges and Issues in Knowledge Management”, Information Age Publishing © 2005 Citation, ISBN:9781593114190.

IT2101

L T P C ELECTRONIC COMMERCE 2 0 2 3

Total Contact Hours – 60 Prerequisite Nil

PURPOSE The course overview knowledge in E-commerce. INSTRUCTIONAL OBJECTIVES 1. Understanding Mobile Application development features and trends 2. To provide knowledge on best practices for E-commerce design 3. To provide incisive knowledge in building E-commerce Systems 4. Enable students to understand software for E-commerce 5. Impart knowledge in e-payment systems and security issues 6. Learn E-commerce laws and ethics

UNIT I -INTRODUCTION (6 hours) Introduction to E-commerce: E-commerce business models-Roles of E-commerce, trends in E-commerce -Current Web technologies for E-commerce-Social E-commerce and Mobile E-commerce- E-commerce current and future scope-E-commerce market. UNIT II –BUILDING E-COMMERCE SYSTEMS (8 hours) Building E-commerce systems –software for E-commerce systems-Hardware for E-commerce systems-Scalability–E-commerce web system development life cycle-HCI for E-commerce: User experience design-Designing E-commerce for Mobile systems - Cloud services and computing in E-commerce UNIT III–E-COMMERCE SOFTWARES (6 hours) Multi tier architecture –web server software-Application server software-database software-Dynamic web page programming languages-MVC

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Frameworks-E-commerce system tools and personalization tools –web site management tools-Intelligent Agents UNIT IV–PAYMENT AND E-COMMERCE SECURITY (6 hours) Electronic payment systems: Credit cards –Debit cards -online transactions. Security Threats in E-commerce: vulnerability in client side, server side and in communication medium-Technology and solutions: Encryption, SSL VPN, firewalls-server and client side protection. SET: Key Technologies in Secure Electronic Transactions UNIT V-E-COMMERCE MARKETING, LAWS, POLICIES AND ETHICS (4 hours) Marketing and promotion of e-business -E-commerce security policy, Laws and Cyber Forensics an overview- Ethics in E-commerce PRACTICAL (30 hours) REFERENCES 1. Janice Reynolds, “The Complete E-Commerce Book: Design, Build and

maintain a successful Web-based Business” CRC Press; 2 edition,2nd Edition, MP Books, 2004.

2. Paul Todd, “E Commerce Law” Cavendish Publishing company, 2005.

IT2105

L T P C ARTIFICIAL INTELLIGENCE

PLANNING 3 0 0 3

Total contact hours – 45 Prerequisite Nil

PURPOSE Planning is a fundamental part of intelligent systems. This course aims to provide a foundation in artificial intelligence techniques for planning, with an overview of the wide spectrum of different problems and approaches, including their underlying theory and their applications. INSTRUCTIONAL OBJECTIVES 1. Understand different planning problems 2. Have the basic know how to design and implement AI planning

systems using state-space Planning 3. Know how to use AI planning technology for projects in different

application domains using HTN (Hierarchical Task Network) Planning

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4. Have the ability to make use of graph plan for the problems and developing its heuristics.

5. Know how to plan the time and resources of the problem UNIT I-INTRODUCTION AND PLANNING IN CONTEXT (9 hour s) Introduction to planning-Conceptual model for planning-Representations for classical planning-Complexity of classical planning UNIT II-STATE-SPACE SEARCH (9 hours) Heuristic Search and STRIPS-State-Space Planning-The STRIPS algorithm-Domain-Specific State Space Planning. UNIT III-PLAN-SPACE SEARCH AND HTN PLANNING (9 hou rs) The Search-Space of Partial Plans-Solution Plans-Algorithms for Plan-Space Planning-Plan-Space versus State-Space Planning-HTN (Hierarchical Task Network) Planning. UNIT IV-GRAPH PLAN AND ADVANCED HEURISTICS (9 hours ) Planning Graphs-The GraphPlan Planner-Constraint Satisfaction Techniques-Heuristics in Planning UNIT V-PLAN EXECUTION AND APPLICATIONS (9 hours) Planning with Time and Resources-Time for Planning-Temporal Planning-Planning and Resource Scheduling-Case Studies and Applications REFERENCES 1. M. Ghallab, D. Nau, and P. Traverso, “Automated Planning: Theory &

Practice (The Morgan Kaufmann Series in Artificial Intelligence” , Elsevier, ISBN 1-55860-856-72004, 2004

2. Stuart Russell, Peter Norvig, “Artificial Intelligence: A Modern Approach”, 3rd Edition, ISBN-10: 0136042597, ISBN-13: 978-0136042594, 2009.

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IT2111

L T P C CLOUD COMPUTING 2 0 2 3 Total contact hours – 60

Prerequisite Knowledge of Computer Networks is preferred

PURPOSE Cloud Computing has drawn the attention of industries and researchers worldwide. Many applications that are being built nowadays were developed to suit the needs of cloud environment. Hence it becomes necessary to have course in cloud computing which deals with the basics of cloud, different services offered by cloud, and security issues in cloud. In a nutshell, this course on cloud computing provides information on fundamental aspects of the cloud environment. INSTRUCTIONAL OBJECTIVES 1. Learn about different deployment models of cloud and different

services offered by cloud 2. Understand the technique of virtualization through theoretical

concepts and practical training 3. Become knowledgeable in the rudimentary aspects of cloud

application development UNIT I-CLOUD COMPUTING BASICS (4 hours) Cloud computing components- Infrastructure-services- storage applications-database services – Deployment models of Cloud- Services offered by Cloud- Benefits and Limitations of Cloud Computing – Issues in Cloud security- Cloud security services and design principles UNIT II-VIRTUALIZATION FUNDAMENTALS (4 hours) Virtualization – Enabling technology for cloud computing- Types of Virtualization- Server Virtualization- Desktop Virtualization – Memory Virtualization – Application and Storage Virtualization- Tools and Products available for Virtualization UNIT III-SAAS AND PAAS (6 hours) Getting started with SaaS- Understanding the multitenant nature of SaaS solutions- Understanding OpenSaaS Solutions- Understanding Service Oriented Architecture- PaaS- Benefits and Limitations of PaaS

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UNIT IV-IAAS AND CLOUD DATA STORAGE (6 hours) Understanding IaaS- Improving performance through Load balancing- Server Types within IaaS solutions- Utilizing cloud based NAS devices – Understanding Cloud based data storage- Cloud based backup devices- Cloud based database solutions- Cloud based block storage UNIT V-CLOUD APPLICATION DEVELOPMENT (10 hours) Client Server Distributed Architecture for cloud – Traditional apps vs. Cloud apps – Client side programming model: Web clients. Mobile clients- Server Side Programming Technologies : AJAX, JSON, Web Services (RPC, REST)- MVC Design Patterns for Cloud Application Development PRACTICAL (30 hours) REFERENCES 1. Anthony T .Velte, Toby J.Velte, Robert Elsenpeter, “Cloud Computing:

A Practical Approach”, Tata McGraw Hill Edition, Fourth Reprint, 2010 2. Kris Jamsa, “Cloud Computing: SaaS, PaaS, IaaS, Virtualization,

Business Models, Mobile, Security and more”, Jones & Bartlett Learning Company LLC, 2013

3. Ronald L.Krutz, Russell vines, “Cloud Security: A Comprehensive Guide to Secure Cloud Computing”, Wiley Publishing Inc., 2010.

CC2110

L T P C CLOUD APPLICATION

DEVELOPMENT 2 0 2 3

Total Contact Hours – 60 Pre-requisites Nil

PURPOSE This module introduces students to developing web and cloud applications. By the end of the module the student will be able to build and deploy web and cloud-based application. INSTRUCTIONAL OBJECTIVES 1. Use best practices in the design and development of elegant and

flexible cloud software solutions. 2. Create, implement and deploy a cloud/LAMP based application. 3. Analyze a real world problem and develop a cloud/LAMP based

software solution. 4. Contrast software development in the web, cloud and others

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UNIT I - CLOUD BASED APPLICATIONS (4 hours) Introduction, Contrast traditional software development and development for the cloud. Public v private cloud apps. Understanding Cloud ecosystems – what is SaaS/PaaS, popular APIs, mobile; UNIT II - DESIGNING CODE FOR THE CLOUD (8 hours) Class and Method design to make best use of the Cloud infrastructure; Web Browsers and the Presentation Layer: Understanding Web browsers attributes and differences. Building blocks of the presentation layer: HTML, HTML5, CSS, Silverlight, and Flash. UNIT III - WEB DEVELOPMENT TECHNIQUES AND FRAMEWORKS (8 hours) Building Ajax controls, introduction to Javascript using JQuery, working with JSON, XML, REST. Application development Frameworks e.g. Ruby on Rails , .Net, Java API's or JSF; Deployment Environments – Platform As A Service (PAAS) ,Amazon, vmForce, Google App Engine, Azure, Heroku, AppForce UNIT IV - USE CASE 1: BUILDING AN APPLICATION USING THE LAMP STACK (4 hours) Setting up a LAMP development environment. Building a simple Web app demonstrating an understanding of the presentation layer and connectivity with persistence. UNIT V USE CASE 2: DEVELOPING AND DEPLOYING AN APPLICATION IN THE CLOUD (6 hours) Building on the experience of the first project students will study the design, development, testing and deployment of an application in the cloud using a development framework and deployment platform. PRACTICAL (30 hours) REFERENCES

1. Chris Hay, Brian Prince, “Azure in Action” Manning Publications [ISBN: 978-1935182481],2010.

2. Henry Li, “Introducing Windows Azure” Apress; 1 edition [ISBN: 978-1-4302-2469-3],2009.

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3. Eugenio Pace, Dominic Betts, Scott Densmore, Ryan Dunn, Masashi Narumoto, MatiasWoloski, “Developing Applications for the Cloud on the Microsoft Windows Azure Platform” Microsoft Press; 1 edition [ISBN: 9780735656062],2010.

4. Eugene Ciurana, “Developing with Google App Engine” Apress; 1 edition [ISBN: 978-1430218319],2009.

5. Charles Severance, “Using Google App Engine” O'Reilly Media; 1 edition, [ISBN: 978-0596800697], 2009.

6. George Reese, “Cloud application architectures”, O'Reilly Sebastopol, CA [ISBN: 978-0596156367] 2009.

7. Dan Sanderson, “Programming Google App Engine” O'Reilly Media; 1 edition [ISBN: 978-0596522728],2009.

8. Paul J. Deitel, Harvey M. Deitel, “Ajax, rich Internet applications, and web development for programmers”, Prentice Hall Upper Saddle River, NJ [ISBN: 978-0-13-158738-0], 2008.

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AMENDMENTS

S.No. Details of Amendment Effective from Approval with date