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BACHELOR OF COMPUTER SCIENCE (INTERACTIVE MEDIA) COURSE LEARNING OUTCOMES The learning outcome of this program is to produce knowledgeable and skillful graduates in information technology particularly in the area of multimedia. The learning outcomes of the BITM programme are as follow: • • • • • To equip the students with the basic knowledge in every aspect of information technology To provide the students with sufficient theoretical knowledge and skills to apply the knowledge learnt through the practiced concept To enable the students to be able to apply the interactivity concept in the design and development of multimedia-based application To equip the students with deep understanding and high skills in the development and management of Web sites, animation, computer graphics, virtual reality and development of computer games To produce graduates that are capable to develop high quality interactive media products and multimedia applications which fulfill the industry specifications LEARNING OUTCOMES The purpose of FTMK offering the Bachelor of Computer Science (Interactive Media) is to produce students with the following qualities: 1. Able to acquire and apply computer science and information technology knowledge 2. Able to analyze, design and develop information and communication technology (ICT) applications. 3. Able to apply interactivity concept in designing and developing multimedia-based applications and products. 4. Able to analyze requirements, configure, implement and maintain digital audio/video equipments 5. Able to develop multimedia application with the quality that fulfills industry specifications. 6. Able to think critically and creatively in solving problems and can communicate effectively to deliver data. 7. Able to contribute individual or group skills in various discipline and domain 8. Possess good personality, high morale as well as leadership and entrepreneurship skills. 9. Able to endeavor life-long learning to gain knowledge and skills CAREER PROSPECTS The Interactive Media graduates have the opportunities to start careers such as Web designer or developer, computer games designer, computer graphics designer, animator, digital audia video engineer, user interface designer, interactive media application developer and multimedia consultant. On the other hand, the graduates may also choose career based on their basic knowledge in Computer Science and ICT such as programmer and information system officer or system analyst. CURRICULUM STRUCTURE In order to be awarded with the Bachelor of Computer Science (Interactive Media), the student must complete a minimum of 120 credits which comprises the following programme components: Components University Compulsory Subjects Program Core Subjects Course Core Subjects Elective Subjects TOTAL Credit hours 18 72 24 6 120 UNIVERSITY COMPULSORY SUBJECTS BLHC 4042 BLHW 1702 BLHW 2712 BLHW 2402 BLHW 3402 BLHW 1722 BLHL 4032 BLHW 1012 BLHL 1 - - 2 BKK* - - - 1 BKK* - - - 1 PROGRAMME CORE SUBJECTS BACS 1253 BACS 1263 BACS 2213 BITP 1113 BITP 1123 BITP 1213 BITP 1323 BITP 3113 BITP 2213 (18 credits) Entrepreneur Skills and New Business (Kemahiran Keusahawanan dan Perniagaan Baru) Islamic and Asian Civilizations (Tamadun Islam dan Tamadun Asia –TITAS) Etnique Relation (Hubungan Etnik) Technical Communication I (Komunikasi Teknikal I) Technical Communication II (Komunikasi Teknikal II) Philosophy of Science and Technology (Falsafah Sains dan Teknologi) Critical and Creative Thinking (Pemikiran Kritis dan Kreatif) Foundation English (Asas Bahasa Inggeris)* Third Language (Bahasa Ketiga) Co-Curriculum I (Kokurikulum I) Co-Curriculum II (Kokurikulum II) (72 credits) Mathematics for Computer Science I (Matematik Sains Komputer I) Mathematics for Computer Science II (Matematik Sains Komputer II) Statistic and Probability (Statistik dan Kebarangkalian) Programming Technique (Teknik Pengaturcaraan) Data Structure and Algorithm (Struktur Data dan Algoritma) System Development (Pembangunan Sistem) Database (Pangkalan Data) Object Oriented Programming (Pengaturcaraan Berorientasikan Objek) Software Engineering (Kejuruteraan Perisian) BITS 1123 BITS 1213 BITS 1313 BITS 2513 BITM 1113 BITM 2113 BITI 1113 BITU 2913 BITU 3923 BITU 3926 BITU 3946 BITU 3973 BITU 3983 Computer Organization and Architecture (Organisasi dan Senibina Komputer) Operating System (Sistem Pengoperasian) Data Communication and Networking (Komunikasi Data dan Rangkaian) Internet Technology (Teknologi Internet) Multimedia System (Sistem Multimedia) Web Application Development (Pembangunan Aplikasi Web) Artificial Intelligence (Kepintaran Buatan) Workshop I (Bengkel I) Workshop II (Bengkel II) Industrial Training (Latihan Industri) Industrial Training Report (Laporan Latihan Industri) Project I (Projek Sarjana Muda I) Project II (Projek Sarjana Muda II) COURSE CORE SUBJECTS BITM 1123 BITM 2123 BITM 2213 BITM 2313 BITM 3113 BITM 3213 BITM 3223 BITS 3423 (24 credits) Interactive Media Authoring (Pengarangan Media Interaktif) Digital Audio and Video Technology (Teknologi Audio dan Video Digital) Computer Animation (Animasi Komputer) Human-Computer Interaction (Interaksi Komputer-Manusia) Interactive Media Project Management (Pengurusan Projek Media Interaktif) Computer Graphics Interactive (Komputer Grafik Interaktif ) Virtual Reality Technology (Teknologi Realiti Maya) Technology Security (Keselamatan Teknologi Maklumat Information) ELECTIVE SUBJECTS (6 credits) Choose any two from the following. BITM 3133 BITP 2223 BITP 3353 BITM 3413 Computer Games Development (Pembangunan Permainan Komputer) Software Requirements and Design (Keperluan Dan Rekabentuk Perisian) Multimedia Database (Pangkalan Data Multimedia) Geographic Information System (Sistem Maklumat Geografik) CURRICULUM STRUCTURE PER SEMESTER Year One (Semester I) Code BLHW 1012 BITM 1113 BLHW 1702 BACS 1253 BITP 1113 BITS 1123 BITP 1213 Subject Foundation English Multimedia System Islamic and Asian Civilizations Mathematics for Computer Science I Programming Technique Computer Organization and Architecture System Development Contact Hours Lecture Lab 1 2 2 2 2 0 3 0 2 2 2 2 2 2 Credit Pre-requisite 2* 3 2 3 3 3 3 17 *Exemption for students Contact Hours Lecture Lab Credit Pre-requisite TOTAL Year One (Semester II) Code BKK- ---BLHW 2402 BACS 1263 BITS 1213 BITP 1123 BITP 1323 BITM 1123 Co-Curriculum I ** Technical Communication I Mathematics for Computer Science II Operating System Data Structure and Algorithm Database Interactive Media Authoring TOTAL Year Two (Semester I) Code BLHW 2712 BITU 2913 BITI 1113 BLHL 4032 BITS 1313 BITM 2213 BITM 2123 Subject Subject Ethnique Relation Workshop I Artificial Intelligence Critical and Creative Thinking Data Communication and Networking Computer Animation Digital Audio and Video Technology TOTAL **This subject can be taken in any semester. 0 1 3 2 2 2 2 3 2 0 2 2 2 2 Contact Hours Lecture Lab 2 0 0 9 2 2 1 2 2 2 1 4 2 2 1 2 3 3 3 3 3 18 Credit 2 3 3 2 3 3 3 19 with MUET BLHW 1012 BITP 1113 Pre-requisite BITP 1113 BITM 1113 Year Two (Semester II) Code BKK ---BLHW 1722 BITS 2513 BITP 3113 BITM 3213 BITM 2313 BACS 2213 Subject Co-Curriculum II ** Philosophy of Science and Technology Internet Technology Object Oriented Programming Computer Graphics Interactive Human-Computer Interaction Statistic and Probability Contact Hours Lecture Lab 0 2 2 2 1 2 2 3 0 2 2 4 2 2 TOTAL Year Three (Semester I) Code BLHW 3402 BITS 3423 BITU 3923 BITP 2213 BITM 2113 BITM 3223 Subject Contact Hours Lecture Lab 2 1 2 2 9 0 2 2 2 2 2 2 TOTAL BLHC 4042 BITU 3973 BLHL ---BIT- ---BIT- ---BITM 3223 Subject Contact Hours Lecture Lab 2 0 2 2 2 2 0 25* 0 2 2 2 TOTAL BITU 3983 BITP 1123 Credit 2 3 3 3 3 3 Pre-requisite BLHW 2402 BITU 2913 17 Entrepreneur Skills and New Business Project l Third Language Elective I Elective II Virtual Reality Technology Year Three (Special Semester) Code 1 2 3 3 3 3 3 Pre-requisite 18 Technical Communication II Technology Security Workshop II Software Engineering Web Application Development Interactive Media Project Management Year Three (Semester II) Code Credit Credit 2 3 2 3 3 3 Pre-requisite BITU 3923 16 Subject Project ll TOTAL * Equivalent to 9 hours of contact if carried out in normal semester. Contact Hours Lecture Lab 0 25 * Credit 3 3 Pre-requisite BITU 3973 Year Four (Semester I) Code BITU 3926 BITU 3946 Subject Latihan Industri Laporan Latihan Industri Contact Hours Lecture Lab 0 0 24 24 TOTAL Credit Pre-requisite 6 6 12 Elective Subjects Code BITM 3313 BITM 3413 BITP 2223 BITP 4343 Subject Computer Games Development Geographic Information System Software Requirements and Design Multimedia Database Contact Hours Lecture Lab 2 2 2 2 2 2 2 2 Credit Contact Hours Lecture Lab Credit 3 3 3 3 Pre-requisite BITP 1113 BITP 2213 Third Language Code BLHL 1012 BLHL 1022 BLHL 1112 BLHL 1122 BLHL 1212 BLHL 1222 BLHL 1312 BLHL 1322 BLHL 1412 BLHL 1422 BLHL 1512 BLHL 1522 Subject Malay I Malay II Arabic I Arabic II Mandarin I Mandarin II Japanese I Japanese II German I German II French I French II 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 Pre-requisite BLHL 1012 BLHL 1112 BLHL 1212 BLHL 1312 BLHL 1412 BLHL 1512 PROGRAMME CORE SUBJECTS BACS 1263 Mathematics for Computer Science II (3,3,2) Learning Outcomes BACS 1253 Mathematics for Computer Science I (3,3,2) Upon completing this course, students should be able to: Learning Outcomes 1. Upon completing this course, students should be able to: 1. 2. 3. Explain the concepts of fundamental Linear Algebra and Discrete Mathematic. Solve problems in Computer Science related to Linear Algebra and Discrete Mathematic theory using software. Solve application problems using appropriate techniques. Synopsis This course covers two disciplines of mathematics namely Linear Algebra and Discrete Mathematics. The topics for Linear Algebra are linear equations, matrices, determinants, n vectors in R , real vector spaces, eigenvalues, eigenvectors, diagonalization and linear transformation. The topics for discrete mathematics include logic, sets, function, algorithms, integers, mathematical reasoning, counting, relations, graphs, trees and Boolean algebra. 2. 3. Synopsis This course covers two disciplines of mathematics namely calculus and numerical analysis. The topics for calculus are derivatives, function, differentiation techniques, logarithmic function and exponents as well as its application, integration techniques, and multivariable functions. The topics for numerical analysis include Taylor polynomial, numbers, error, interpolation, numerical differentiation and integration as well as numercal solution for differential equation. References 1. References 1. 2. 3. 4. 5. Kolman, B. and Hill, D.R. Introductory Linear Algebra with Application, 7th edition. Prentice Hall 2001. H. Anton. Elementary Linear Algebra. 8th edition. McGraw Hill. 1995. David C.Lay. Linear Algebra and Its Applications 3rd edition. Addison Wesley 2003. Kenneth H. Rosen. Discrete Mathematics and Its Applications, 4th edition. McGraw-Hill 1998. Johnsonbaugh, R. Discrete Mathematics. Prentice Hall 2005. Apply the knowledge and basic concepts of calculus and numerical analysis. Solve problems in Computer Science related to calculus and numerical analysis theory using software. Solve application problems using appropriate techniques. 2. 3. 4. 5. Goldstein, L. J., David I. S. (2004). Calculus and Its Application. Prentice Hall. James Stewart (2003). Calculus. Thomson. Johnston, E.H., Mathews J.C. (2002). Calculus. Pearson Education. . Atkinson, K. (2004). Elementary Numerical Analysis. John Wiley & Sons, Inc. Richard L.B., J. Douglas Faires (2004). Numerical Analysis. Thomson. BACS 2213 Statistic and Probability (3,2,2) Learning Outcomes Upon completing this subject, students should be able to: 1. 2. 3. Explain the concepts of fundamental statistics and probability. Solve problems in statistic inference related to hypothesis test using software. Solve application problems using appropriate statistic techniques. Synopsis Students will be introduced to the concept of probability and inferential statistics. The course starts with Probability followed by Discrete Random Variables, Continuous Random Variables and Sampling Distribution. The main topics for Inferential statististics are Estimation, Hypothesis Testing, Estimation and Hypothesis Testing: Two Populations, Anova, Simple Linear Regression and Correlation. This course will also provide the students with some exposure to statistical software. Synopsis This course introduces the students to the basic concepts of computer and programming techniques that includes program lifecycle variable, identifier, data type, operator, selection, repetition, function, array, string, file and pointer. References 1. 2. References 3. 1. 4. 2. 3. 4. 5. Sh. Sara, Hanissah, Fauziah, Nortazi, Farah Shahnaz, Introduction to Statistics & Probability A Study Guide (2008), Pearson – Prentice Hall Douglas C. Montgomery, George C.Runger, Applied Statistics and Probability for Engineers, 3rd Edition (2002), John Wiley Richard A. Johnson, Probability and Statistics for Engineers, 7th Edition (2005), Pearson Prentice Hall Jay L. Devore, Probability and Statistics for Engineering and the Sciences, 6th Edition (2000), Thomson – Duxbury David M Levine, Patricia P. Ramsey, Robert K. Smidt , Applied Statistics for Engineers and Scientists Using Microsoft Excel and MINITAB (2001),Prentice Hall 5. 6. 7. D.S Malik (2009), “C++ Programming from Problem Analysis to Program Design”, Cengage Learning. A.Forouzan, Behrouz, (2000), “A Structured Programming Approach Using C++”, Brooks/Cole Thomson Learning. H.M Deitel, P.J Deitel, (2005), “C++ How To Program”, Prentice Hall. Savitch, Walter, (2006),”Absolute C++”, Addison Wesley. Bronson, Gary J, (2000), “Program Development and Design Using C++”, Brooks/Cole Publishing Company. Knowlton, T, (2000), “Introduction To Computer Science Using C++”, Thomson Learning. Schildt, H, “The Single Easiest Way To Master C++ Programming”, Mc Graw Hill. BITP 1123 Data Structure and Algorithm (3,2,2) Learning Outcomes BITP 1113 Programming Technique (3,2,2) Learning Outcomes At the end of the lesson, students should be able to: 1. Explain basic principles of problem solving in Software Engineering. 2. Demonstrate basic principles of programming. 3. Develop basic construction of C++ language in building program. At the end of the lesson, students should be able to: 1. Identify suitable data structure for certain application. 2. Solve problems by applying knowledge in data structure and algorithm. 3. Analyze the memory and run time efficiency of an algorithm design. 4. Use and develop data structure based on the current problem requirement. Synopsis This course introduces the students to data structures and algorithms. The basic concepts in structure, class, array and pointer are discussed in order to understand the fundamental of data structures and algorithms. The course focuses on data structures such as list, stack, queue, tree, searching and hash while sorting, graph and heaps topics cover the algorithms. This also includes the algorithm efficiency for run time. Pseudo code and C++ programming language will be used in algorithm implementation. Apart from the theory, the students must apply the data structures and algorithms in the development of small scale application as a group work. methodology, technique, tool and other perspectives that are important to be considered in the development of information system. References 1. 2. 3. 4. References 5. 1. 2. 3. 4. 5. Richard F. Gilberg, Behrouz A. Fourouzan, “Data Structures A Pseudocode Approach with C++”, Brooks/Cole Thomson Learning, 2001 Malik, D. S. “Data Structures Using C++”. Thomson Course Technolgy, 2005. Michael Main, Walter Savich, “Data Structures & Other Objects Using C++”, Addison Wesley, 2004. Sartaj, Sahni, “Data Structures, Algorithms and Applications in C++”, Mc Graw Hill International Editions, 1998. Berman A., Michael, “Data Structure Via C++ Objects by Evolution “, Oxford, 1997. BITP 1213 System Development (3,2,2) Learning Outcomes At the end of the lesson, students should be able to: 1. Identify and explain all the phases in system development. 2. Follow suitable methodology used in system or application development. 3. Apply system development life cycle based on the current problems. Synopsis This course introduces the students to the basic system development concept, analysis, design, modeling, 6. 7. Valacich, J. S., George, J. F. & Hoffer, J.A. 2006. th Modern Systems Analysis and Design, 5 Ed, Pearson Prentic Hall. Whitten, J., Bentley L. & Dittman, K. 2001. Systems Analysis and Design Methods, McGraw-Hill. Masrek, M. N., Abdul Rahman, S. & Abdul Jalil, K. 2001. Analisis & Rekabentuk Sistem Maklumat. McGraw-Hill. Kendall, K. E. & Kendall, J. E. 2002. System Analysis and Design. Prentice Hall. Shelly, G., Cashman, T. & Rosenblatt, H. 2000. Systems Analysis and Design, Shelly Cashman Series. Blair, R., Crossland, J., Reynolds, M., Willis, T. nd 2003. Beginning VB.Net, 2 edition, Wiley Productions. Bradley, J. C. & Millspaugh, A. C. 2005. Programming in Visual Basic.Net: Visual Basic.NET 2003 Update Edition, McGraw-Hill International Edition BITP 1323 Database (3,2,2) Learning Outcomes At the end of the lesson, students should be able to: 1. Identify and explain the concept of database, data modeling (relationship) and SQL statements. 2. Produce data conceptual representation using Entity Relationship Model. 3. Develop database application based on the current problem requirement. Synopsis This course is an introduction to database and file management system. It assists the students to form an understanding of data modeling, file management and database system functionality in information system. The students will be introduced to the process of designing, developing and executing database applications. This course focuses on practical skills to create, control and execute statement for database relationship. Exercises based on various resources will be given in all lab sessions. The students will submit their exercises at the end of the lab session. The students must present their database application project to demonstrate their understanding of the course. This allows the students to apply their knowledge and the techniques that they have learnt into the real world database applications. 2. 3. 4. 5. Rob, P. & Coronel, C. (2004) Database Systems: Design, Implementation, and Management 6th Edition. Course Technology. Connolly, T., Begg, C. & Strachan, A. (2005) Database Systems: A Practical Approach to Design, Implementation, and Management. 4th Edition. Addison- Wesley. Hoffer, Jeffrey A ., Prescott, Mary B. & McFadden, Fred R. (2004) Modern Database Management 7th Edition. Prentice Hall Pratt, P.J. (2004) A Guide to SQL Seventh Edition. Course Technology Mannino, M.V. (2001) Database Application Development & Design. McGraw-Hill. BITP 2213 Software Engineeering (3,2,2) Learning Outcomes At the end of the lesson, students should be able to: 1. Explain the concept and importance of requirement engineering in software development process. 2. Implement software requirement phase and analyze the requirement engineering specification. 3. Create official documents for software requirement specification based on the current problems by following the software requirement engineering process. 4. Choose a suitable tool to design a case study. Synopsis References 1. References 1. This course introduces the students to system development and software engineering. The topics includes the software lifecycle, requirement analysis, software design, processes in software design, design quality, strategy in design and metric in software testing. This course also covers software project management including the budgeting and quality management. 2. 3. 4. 5. 6. Sommerville, I (2007) Perisian Engineering, 8th Edition, Addison Wesley. Pressman, R.S (2005) Perisian Engineering A Practitioner’s Approach, 6th Edition. McGraw-Hill. Pfleegar, S.L (2001) Perisian Engineering Theory & Practice. 2nd Edition. Prentice Hall. Braude J.E, (2001) Perisian Engineering: An ObjectOriented Perspective, Wiley. Ghezzi C, Jazayeri M, Mandrioli D, (2003) Fundamentals of Perisian Engineering. 2nd Edition Prentice Hall. Bern Oestereich,(2002), Developing Perisian with UML Object oriented Analysis and Design Practice,. 2nd Edition. Addison-Wesley. BITS 1123 Computer Organization and Architecture (3,2,1) Learning Outcomes At the end of the lesson, students should be able to: 1. Define and explain computer architecture and organization concept including functional components and their characteristics, performance and the detailed interactions in computer system including system bus, different types of memory and input/output as well as CPU. 2. Apply computer architecture theory to solve the basic functional computer problem. 3. Show and assemble basic computer components. Synopsis This course provides detail of computer system’s functional components, their characteristics, performance and interactions including system bus, different types of memory and input/output and CPU, as well as practical implementations of the components. This curse also covers the architectural issues such as instruction set program and data types. On top that, the students are also introduced to the increasingly important area of parallel organization. References 1. 3. 4. 5. 1. 2. William Stallings, (2007). Computer Organization & th Architecture, 7 Edition. Prentice Hall. Carl Hamacher, Zvonko Vranesic, Safwat Zaky, th (2002). Computer Organization, 5 Ed. McGraw Hill. Irv Englander, (2003). The Architecture of Computer Hardware and System Software: An Information rd Technology Approach., 3 Ed. John Wiley & Sons. James L. Antonakos, (2004). The 68000 th Microprocessor, 5 Edition. Prentice Hall. H.Aslinda, R. Marliza, Computer Organization and Architecture, First Edition. 2. References 3. 4. 5. William Stallings, Operating Systems: Internals and th Design Principles 6 Ed., Prentice Hall International, Inc. Silberschatz, A (2003). Operating System Concept th 6 . Ed., John Wiley and Sons, Inc. Nutt, G. (2002), Operating Systems : A modern nd Perspective 2 .Ed., Eddison Wesley Longman, Inc., ISBN 0-201-74196-2 Jason W. Eckert, M. John Schitka. Linux Guide to Certification. Zurina, Fairuz, Zaki, Ariff (2009), Fedora Core 9: For Beginner and Intermediate, First Edition. BITS 1313 Data Communication & Networking [3, 2, 2] Learning Outcomes BITS 1213 Operating System (3,2,2) Learning Outcomes At the end of the course, students should be able to: 1. 2. 3. Explain the major components of an operating system. Elaborate the major operating system responsibilities or aspects. Explain the differences of the functionality among various kinds of operating system. Synopsis This course gives exposure to the students about the basic of operating system which comprises process, memory management, file and I/O and also CPU scheduling. The introduction part covers the evolution of operating system followed by the basic concepts, technology and theories used in operating system such as concurrency, kernel, deadlock and multithreading. At the end of the course, students should be able to: 1. Explain and apply the fundamental concept of data communication and networking. 2. Differentiate types of media, network topologies and network technologies. 3. Practice the best technique in developing network 4. Configure and troubleshoot a basic network. Synopsis This course introduces the fundamental concepts and terminology of data communication and networking, encompassing both technical and managerial aspects. It also provides an understanding about the challenges and opportunities faced by the modern businesses. The topics include: fundamentals of telecommunications, data transmission mechanisms, telecommunication media and technologies, considerations for LAN and WAN implementations, the Internet and intranet applications, emerging telecommunications technologies, and trends in the telecommunications industry. Students will also be able to understand, explain and apply the fundamentals of data communication and networking as well as skills in network applications to troubleshoot and configure a basic computer networks using guided or unguided media. 2. 3. References 4. 1. 2. 3. 4. 5. Behrouz Forouzan, Data Communications and th Networking, 4 Edition, McGraw-Hill, 2007. Andrew S Tanenbaum, Computer Network, Prentice Hall, 1997. E. Ramos, A. Schoroeder and A. Beheler, Computer Networking Concepts, McMillan, 1996. Azhar, Haniza and Zakiah, Komunikasi Data dan Rangkaian (Modul Pengajaran), Edisi Pertama, 2005. B. Nazrulazhar and H. Erman, Data Communications and Networking: Practical st Approach, 1 Edition, Venton, 2008. BITS 2513 Internet Technology (3,2,2) Learning Outcomes Upon completing this subject, students should be able to: 1. 2. 3. Apply the concepts of computer networks, core components of the Internet infrastructure, protocol and services. Show the implementation of client and server application Select the best Internet application according to the current situation. Synopsis Internet has become a major tool in doing business today. The evolutions of web based knowledge also contribute to this phenomenon. Hence, this course is purposely designed to provide an introduction to Internet technologies. This course covers a wide range of material about the Internet and the major areas of study including basic concepts of client and server, networking, Internet Security and its application. References 1. Douglas E. Comer (2007). The Internet 4th edition. Pearson Prentice Hall. 5. Behrouz Forouzan, Data Communications and Networking, 4th Edition, McGraw-Hill, 2007. Fred T. Hofstetter(2005), Internet Technologies at Work, McGraw Hill Technology Education Douglas E. Comer (2004), Computer Networks and Internets with Internet Applications, 4th Edition, Pearson Prentice Hall Preston Gralla (2002). How Internet Works, 6th edition. Que Publishing BITM 1113 Multimedia System (3,2,2) Learning Outcomes Upon completing this course, students should be able to: 1. Use several media editing software to create original multimedia content. 2. List down and discuss the software and hardware components used in multimedia system. 3. Demonstrate life long learning by relating and describing the fundamental concept of multimedia systems into other subjects (e.g. Software Engineering, Internet Technology, PSM etc). 4. Apply problem solving skills by identifying several different environments in which multimedia might be used and several different aspects of multimedia that benefit other forms of information presentation. Synopsis This subject prepares the students with the basic concept of multimedia, technology and the importance of multimedia application. It covers the introduction to media, multimedia graphic implementation, 2D/3D graphics and animation, video, audio, authoring, multimedia integration and application development. In lab sessions, the students will be introduced to tools for selected media elements and authoring software for media integration. Students will be trained for practical preparation of still image, simple animation, sound and effectively apply it in a multimedia project. Students will be exposed to teamwork, leadership, problem solving and communcation skills while performing their various tasks and project. References 1. 2. 3. 4. 5. 6. 7. References Norazlin et al. Sistem Multimedia, Venton Publishing, 2007 Todd Perkins. Adobe Flash CS3 Profesional Hanson Training, 2008. Tay Vaughan, Multimedia: Making It Work 7th Edition, McGraw-Hill Osborne Media, 2006. Mark Drew and Ze-Nian Li, Fundamentals of Multimedia 4th Edition, Prentice Hall, 2004. Nigel Chapman, Digital Multimedia, John Wiley and Sons, 2004. Ken Abernethy and Tom Allen, Exploring the Digital Domain: An Introduction to Computing with Multimedia and Networking, Pws Pub Co, 1999 Jamalludin Harun & Zaidatun Tasir, Multimedia: Konsep & Praktis, Venton Publishing, 2006 BITM 2113 Web Servers : Apache 1. 2. 3. 4. 5. Robert W.Sebesta (2005), Programming The World Wide Web – 3rd Edition, Addison Wesley, ISBN: 0-321-31257-0 Harvey Deitel, Paul Deitel, Andrew Goldberg (2003), Internet & Internet & World Wide Web How to Program - 3rd Edition, Prentice Hall, ISBN: 0131450913 Keith Darlington (2005), Effective Website Development – Tools and Techniques, Addison Wesley, ISBN: 0-321-18472-6 Luke Welling, Laura Thomson (2003), PHP and MySQL Web Development -Third Edition, Sams Publishing, ISBN: 0-672-32672-87 Bai, Ekedahl, Farrell, Gosselin, Zak, Kaparthi (2003), The Web Warrior Guide to Web Programming,Thomson Course Technology, ISBN: 0-619-06458-7 Web Application Development (3,2,2) Learning Outcomes BITP 3113 Upon completing this course, students should be able to: 1. Explain the concept and the principle of Internet and WWW based on the latest technologies. 2. Identify and develop important components in Web applications which comprises client site technology, server site technology, database server and Web server. 3. Relate relevant key components in developing Web applications. Learning Outcomes Synopsis Synopsis The purpose of this course is to provide the students with a comprehensive understanding of the tools and problemsolving techniques related to the development of effective World Wide Web. It emphasizes on four (4) components of Web application development which are: Client Site Technologies: HTML, XHTML, CSS, XML, and JavaScript Server Site Technologies: PHP Database Server: MySQL. Object Oriented Programming (3,2,2) At the end of the lesson, students should be able to: 1. Apply object oriented programming concept and methods. 2. Build program that implement programming language syntax and semantic in Java application. 3. Develop object oriented application based on the current case study. This course introduces the students to the object oriented programming methods by using Java programming language. Student will apply and design the basic object oriented structure, swing, event handling, interface components, exception handling, database, multimedia, networking and threads. Student will also develop a complete Java programs and applications. 2. References 1. Liang ,Y .Daniel,(2008) , Introduction Java th Programming , 7 Ed.,Prentice Hall. Deitel, H.M . & Deitel ,P.J.,(2006) , Java How to th Ed., Pearson Education Program ,7 International . Bronson ,Gary J.,(2004), Object Oriented Program Development Using Java –Class Centered Approach , Thompson Course Technology . nd Farrel,Joyce , (2003),Java Programming 2 Ed.,Thomson Course Technology. Doke, E.Reed ,Satzinger,John W.& Williams, Susan Rebstock , (2002), Object –Oriented Application Development Using Java. Thomson Course Technology. 2. 3. 4. 5. 3. 4. 5. Russel, S & Norvig, P. (2003). Artificial Intelligence: A Modern Approach, 2nd. Edition, Prentice Hall. Luger, G. F & Stubblefield, W.A. (2002). Artificial Intelligence: Structures and Strategies for Complex Problem Solving, 4th. Edition, Addison Wesley. Negnevitsky, M., (2002), Artificial Intelligence: A Guide to Intelligent System, Addison Wesley. Dean, T, Allen, J & Aloimonos, Y (1995), Artificial Intelligence Theory and Practice, The Benjamin Cummings. BITU 2913 Learning Outcomes Upon completing this course, students should be able to: 1. 2. BITI 1113 Artificial Intelligence (3,2,2) Learning Outcomes Upon completing this subject, students should be able to: 1. 2. 3. Explain the basic definition of artificial intelligence. Identify the types of artificial intelligence techniques. Use the artificial intelligence techniques in problem solving. Synopsis Students will be exposed to the basic and branches of Artificial Intelligence (AI) such as various search techniques, knowledge representation and reasoning, inference techniques, learning from experience and planning. This course also covers some applications of AI including game playing, expert systems, machine learning, and natural language processing. 3. 4. Use the knowledge learnt specifically the programming techniques to develop a project. Identify and solve problems systematically based on the information from various resources. Run and produce a project individually. Present and defend the project output. Synopsis The aim of Workshop 1 is to provide the students with experience and skills to develop and present an individual project. Students must use the knowledge learnt to solve the problems and think creatively to achieve their projects’ objectives and scopes. Students should be able to apply programming technique in their projects. The systems/applications developed must have logic process flow, robust, consistent, have attractive user interface and are able to detect errors in input/output data. At the final stage of this workshop, the students must present and defend their project. A supervisor will supervise the students for the whole 12 weeks and will evaluate the progress during the implementation and final presentation. This course is also a fundamental course to prepare the students for industrial training. References References 1. Coppin, B (2004). Artificial Intelligence Illuminated, Jones and Bartlett. Workshop I (3,0,9) 1. 2. 3. 4. 5. Burhanuddin Mohd Aboobaider et. all., Software Development Using Visual Basic.NET BITU 2913. Julia Case Bradley, Anita C.Millspaugh, Programming in Visual Basic .NET, McGraw-Hill, 2005 Edition. Jack Koh, Gourab Sen Gupta, Jesicca Goh, Ronnie Peh, VB.net With Database Access, Prentice Hall, 2002. Dave Grundgeiger, Programming Visual Basic .NET, O’Reilly, 2002. Francesco Balena, Programming Visual Basic .NET, Version 2003, Microsoft Press, 2004. 3. 4. 5. Gonzalez, A. and Dankel, D., (2004). The Engineering of Knowledge-Based Systems (Second Edition), Prentice Hall. Alpaydin, E., (2004). Introduction to Machine Learning, The MIT Press. Russel, S and Norvig, P., (2003). Artificial Intelligence: A Modern Approach (Second Edition), Prentice Hall. BITU 3926 Industrial Training (6,0,6) Learning Outcomes BITU 3923 Workshop II (3,0,9) Upon completing this course, students should be able to: Learning Outcomes 1. Upon completing this course, students should be able to: 2. 3. 1. 2. 4. Analyze and develop a group project. Apply the concept of system design and development in their projects. Identify, analyze and organize the changes made to project scope during the project life cycle. Organize a group project with good manner. 5. Present and defend the project output. 3. Synopsis This course allows the students to practice their knowledge and experience gained from the courses taken earlier. This course builds the students understanding about problem solving techniques based on their project scopes. The scope of their projects is based on their programme specializations. This course requires the project to be developed in a team of three to five students. References 1. 2. Schwalbe, K., (2004). Information Technology Project Management, Thomson. Hughes, B., and Cotterell, M., (2002), Software Project Management, McGraw-Hill. 4. 5. Be responsible in performing tasks as an ICT worker. Apply skills and knowledge learnt in classes. practice discipline and ethique in performing daily tasks. Use the latest technology in the ICT domains. Interact and communicate with collleagues in a good manner. Synopsis During this course, students will be able to practice the knowledge that they have learnt in UTeM such as analyzing and designing, database programming, data structure and algorithm, operating system, web programming, network and data communiation etc. It is an opportunity for the students to gain ICT knowledge as in the industry. The students can develop soft skills and professionalism through interaction and communication with colleagues. References Industrial Training Committee ”Industrial Training Guidelines”, UNIC, Universiti Teknikal Malaysia Melaka. BITU 3946 Industrial Training Report (6,0,6) Learning Outcomes Upon completing this course, students should be able to: 1. Apply the skills and knowledge learnt 2. Use the latest technlogy in the ICT domain. 3. Organize information to produce a formal report. 1. 2. Synopsis 3. This course requires the students to produce a report while undergoing the industrial training. The students should be able to apply the courses that they have learnt at UTeM such as to analyze and design, database programming, data structure and algorithm, operating system, web programming, network and data communication etc. It is an opportunity for them to gain industrial ICT knowledge. Bachelor Degree Project and Diploma Project Committee, PSM Report Guideline, FTMK, Universiti Teknikal Malaysia Melaka. Bachelor Degree Project and Diploma Project Committee, PSM Report Guideline Book, FTMK, Universiti Teknikal Malaysia Melaka . Bachelor Degree Project and Diploma Project Committee, PSM Report Guideline Reference, FTMK, Universiti Teknikal Malaysia Melaka. BITU 3983 Project II [3,0,9] Learning Outcomes References Upon completing this subject, students should be able to: Industrial Training Committee ”Industrial Training Guidelines”, UNIC, Universiti Teknikal Malaysia Melaka. 1. 2. BITU 3973 Project I [3,0,9] Learning Outcomes Upon completing this course, students should be able to: 1. Run testing and validate their systems based on the projects’ timeline. 2. Solve problems related to the industrial need in the ICT domain. 3. Complete the project output that has the commercial value. 4. Present and defend the output. 5. Organize information to produce a formal report. Synopsis This course joins together all the subjects learnt from year one of the studies including to analyze and to design a specific system, the application of database, algorithm and data structure, web programming, data communication etc. It is compulsory to the final year students to develop a Final Project and to attend the offered courses. References 3. 4. 5. Run testing and validate their system based on the project timeline. Solve problems related to the industrial need in the ICT domain. Complete the project output that has the commercial value. Present and defend the output. Organize information to produce a formal report. Synopsis This course joins together all the subjects learnt from year one of the studies including to analyze and to design a specific system, the application of database, algorithm and data structure, web programming, data communication etc. It is compulsory to the final year students to develop a Final Project and to attend the offered courses. References 1. 2. 3. Bachelor Degree Project and Diploma Project Committee, PSM Report Guideline, FTMK, Universiti Teknikal Malaysia Melaka. Bachelor Degree Project and Diploma Project Committee, PSM Report Guideline Book, FTMK, Universiti Teknikal Malaysia Melaka . Bachelor Degree Project and Diploma Project Committee, PSM Report Guideline Reference, FTMK, Universiti Teknikal Malaysia Melaka. 3. COURSE CORE SUBJECTS BITM 1123 Media Interactive Authoring (3,2,2) 4. 5. Fallon, C. and Brown, S., e-Learning Standards, CRC Press LCC, 2003. Perkins, T. Adobe Flash CS3 Professional. Hands-on- Training (HOT) Lynda.com, 2008 Perkins, T. ActionScript 3.0 for Adobe Flash CS3 Professional. Hands-on-Training. Lynda.com, 2008. Learning Outcomes At the end of the course, students should be able to: 1. Prepare various interactive media applications using the mutlimedia authoring tools based on industrial requirements. 2. Discuss, report and use a systematic approach in choosing appropriate instructional design to achieve the objectives. 3. Apply interactivity in multimedia application based on the current authoring tools used by the industry. BITM 2123 Digital Audio and Video Technology Learning Outcomes Upon completion of this course, students should be able to: 1. 2. Synopsis This subject will introduce the students to various stages of interactive media project development; from definition to delivery of a project. The students will also be introduced to the instructional design followed by different stages in the process of developing instruction including prior analysis, design, delivery considerations and later evaluation. The lessons also cover different models in instructional design, e-learning standards and concept of interactivity. The lab sessions consists of the advanced scriptwriting techniqued for animation and the usage of Adobe Flash in detail. Students are required to form their own project team in order to produce an interactive multimedia product with appropriate interactivity using Adobe Flash and ActionScript. A complete project and report has to be submitted at the end of the semester. References 1. 2. Boyle, T., Design for Multimedia Learning, Prentice-Hall International, 1997. England, E. and Finney, A., Managing Multimedia: Project Management for Web and Convergent Media Book 1, Addison Wesley, 2002. (3,2,1) 3. Apply the knowledge and principles of digital audio and video. Apply advanced skills in using audio video software and hardware including the digital media composition techniques to demonstrate the idea and to develop as well as to edit digital audio video products in a group. Choose and organize audio video software and hardware in the conducive production environment with the latest and relevance information. Synopsis This course is an extension from Multimedia System and Interactive Media Authoring subjects. It will give details and valuable insight of the wonderful world of digital audio and video. Throughout the semester, candidates will be introducing to topics on audio production, recording techniques, video production tools, video hardware, shooting procedure, special effects, MIDI sequencing, and audio/video production concepts. Besides, various tools for editing, practical as well as composing digital audio and video will be taught during the course. References 1. 2. 3. Pete Shaner, Real World Digital Video Second Edition, Peachpit Press, 2004. Herbert Zettl, Video Basic 3, Wadsworth Thomson Learning, 2001. Frederic Jones, How To Do Everything With Digital Video, McGraw-Hill, 2002. 4. 5. 6. 7. 8. Arch C. Luther, Video Camera Technology, Artech, 1998. Jose Alvear, Guide to Streaming Multimedia, MecklerMedia, 1998 Howard W. Sams, Complete Guide to Audio, PROMPT Publication, 1998. Chris Middleton, The Complete Guide to Digital Audio, Muka&Lipman Publishing, 2003. Chris Mylrea, Digital Video and Audio, Swinburne, 2006. BITM 3113 students should also be able to map and apply the project management process groups to the knowledge areas of an interactive media project. The process groups are: initiating, planning, executing, monitoring and controlling, and closing. For each knowledge area, tools and techniques are introduced. For example: in time management, gantt charts, critical path analysis, and critical chain scheduling are taught. Practical and lab session will focus on using software tools to support project managment and at the same time cultivating students to actively present and share their ideas through group meetings and presentations. Interactive Media Project Management (3,2,2) References Learning Outcomes 1. At the end of the course, students should be able to: 1. Prepare and present all interactive media project management documentations required for the nine knowledge areas of project management. 2. Estimate and analyze the best integration of scopes, time, cost and resources for an interactive media project management plan. 3. Use tools and follow techniques to evaluate project risk analysis, schedule development, cost estimation, cost and quality controls, planning purchases and acquisitions. 4. Practice leadership skills, professional ethics and moral in managing a group project. Schwalbe, K., Information Technology Project Management (4th Edition), Thomson Publishing, 2006. England, E. and Finney, A., Managing Multimedia: Project Management for Web and Convergent Media Book 1, Addison Wesley, 2002. England, E. and Finney, A., Managing Multimedia: Project Management for Web and Convergent Media Book 2, Addison Wesley, 2002. Tay Vaughan, Multimedia: Making It Work 7th Edition. McGraw-Hill Osborne Media, 2006. Karen S. Ivers, Ann E. Barron, Multimedia Projects in Education: Designing, Producing, and Assessing, Third Edition. Libraries Unlimited, 2005. 2. 3. 4. 5. Synopsis This subject emphasizes on theory, application and practice in managing a multimedia and information technology based projects. Students will learn the application of nine knowledge areas of project management, the skills required in project management, and the application of tools and techniques to an interactive media project activities to meet project requirements. In groups, students are required to practice the key competencies that project managers must develop, and prepare project management documentations for an interactive media project. The nine knowledge areas are: project scope, time, cost, quality, human resource, communications, risk, procurement, and integration management. At the end of the course, BITM 2213 Computer Animation (3,2,2) Learning Outcomes By the end of the course, students are expected to: 1. 2. 3. Understand the history of animation, types of animation and its technolgy. Model, texture, animate and render 3D objects using Autodesk MAYA 2009 individually and in a group. Apply problem-solving skills to construct an animation product using the basic 3D animation 4. techniques such as modeling, texturing, lighting, rendering and animating through tutorials given. Explain 12 principles of animation in their animation projects. Synopsis This course is designed to provide a platform where comprehensive 3D modeling and animation skills are introduced to all the students. The topics are Introduction To Animation, Introduction To Computer Graphics and 3D, Introduction To Maya, Modeling In Maya, Principles Of Animation, Physics In 3D, Mapping and Texturing, Lighting and Shadows Studies, Camera and Rendering, Animation In Maya, Maya Paint Effects, Dynamics In Maya, Rigging, Deformers and Blendshape and Lip Sync Techniques. 3. Synopsis This course is to expose the students to the basic concept and digital graphic technology. This includes understanding and designing aspects by using a computer graphics application. The students will be exposed to the skill of using a computer graphics application such as OpenGL. It also emphasizes on the latest graphics design context which will focus on the ‘graphic thinking’ and ‘creative design process’. References 1. References 1. 2. 3. 4. 5. Dariush Derakhshani, (2008) Sybex & Autodesk Maya Press: Introducing Maya 2008, Wiley Publishing. Lee Lanier, (2008) Sybex & Autodesk Maya Press: Advanced Maya Texturing And Lighting 2nd Edition, Wiley Publishing. Darren Brooker, (2003) Essential CG Lighting Techniques, Focal Press. Owen Demers, (2002) Digital Painting And Texturing, New Riders. Cheryl Cabrera, (2008) An Essential Introduction to Maya Character Rigging, Focal Press. BITM 3213 Computer Graphics Interactive (3,2,1) Select a suitable technique from relevance information to solve a computer graphic application. 2. 3. 4. 5. 6. 7. Edward Angel, (2006), Interactive Computer Graphics: A th Top Down Approach Using OpenGL. (4 edition), Addison Wesley. F.S.Hill. (2007), Computer Graphics Using OpenGL. (3rd edition), Prentice Hall. Donald Hearn & M. Pauline Baker,(2004), Computer rd Graphics with OpenGL (3 editing). Prentice Hall. Mason Woo, et. Al, (1999). OpenGL Programming rd Guide.(3 edition), Addison-Wesley. rd Alan Watt. (2000). 3D Computer Graphics (3 edition), Addison-Wesley. Mark J. Kilgard. (1996). The OpenGL Utility Toolkit(GLUT) :Programming Interface, Silicon Graphics, Inc. website : www.opengl.com BITM3223 Virtual Reality Technology (3.2.2) Learning Outcomes Learning Outcomes Upon completion of this course, students should be able to: At the end of the course, students should be able to: 1. Define and explain how virtual environment works. 2. Reproduce the techniques in computer graphics which are related to virtual reality aspects. 3. Discuss the virtual environment issues by taking into account the human factors and predict the potential of virtual reality as well as its constraints. 1. 2. Apply the knowledge and concept of computer graphic application in 2D and 3D objects and image development. Solve a computer graphic problem with selected technique and method using OpenGL graphic application. Synopsis Synopsis This programme will introduce students to the technologies and techniques used in virtual reality (VR) which is also known as virtual environments The students will gain knowledge about the history of VR, latest innovations and some understanding of the important research issues and methodologies in VR. The students have the opportunity to gain practical experience using the hardware and software to create VR applications. This subject introduces the concept of HCI and its relationship in system development. The topics include the basic understanding of cognitive psychology, user interface design, interaction design, usability and evaluation. Other topics such as user-centered design, task analysis and user support design are also covered. The current issues on accessibility and localization are also discussed at the end of this course. References 1. References 1. Burdea, G. C. & Coiffet Philippe (2003), Virtual Reality nd Technology. 2 edition. Wiley-interscience. John Vince, (1995), Virtual Reality Systems, AddisonWesley. Larijani, L. C. (1994), The Virtual Reality Primer. USA: McGraw Hill. Kalawsky, R.S. (1993), The Science of Virtual Reality and Virtual Environment. Addison-Wesley. Mel Slater et al.(2001), Computer Graphics and Virtual Environment: From Realism to Real-Time, AddisonWesley. John Vince. (1998), Essential Virtual Reality Fast, Springer Mazuryk, T and Gervautz, M. (1996), Virtual Reality History, Applications, Technology and Future. Austria: Institute of Computer Graphics. 2. 3. 4. 5. 6. 7. 2. 3. 4. 5. 6. Dix, A., Finlay, J., Abowd, G. D., and Beale, R. (2004), Human-Computer Interaction (Third Edition), Prentice Hall. Preece, J., Rogers, Y., and Sharp, H., (2007), Interaction Design: beyond human-computer interaction (Second Edition), John Wiley & Sons. Te’eni, D., Carey, J., and Zhang, P., (2007), Human Computer Interaction: Developing Effective Organizational Information Systems, John Wiley & Sons. Preece, Y., Sharp, H., Benyon, D., Holland, S., and Carey, T. (1994), Human-Computer Interaction, AddisonWesley. Jacko, J. A., and Sears, A., (2000), The HumanComputer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Norman, D. A., (2002), The Design of Everyday Things, Basic Books. BITS 3423 BITM 2313 Human Computer Interaction (3,2,2) Learning Outcomes By the end of the course, students are expected to: 1. 2. 3. Explain and apply the concepts and theories of human computer interaction in the system development. Show conceptual thinking in problems solving related to application/web site/ product design. Follow and respond to the usability evaluation activities. Information Technology Security (3,2,2) Learning Outcomes At the end of the course, students should be able to: 1. Explain and elaborate the concept of computer security theories and related items. 2. Study and identify the concept and the suitable components in providing service and security mechanism in computer software, operating system, database, network system and computer security management. 3. Produce the appropriate security system mechanism for computer software and computer network. 4. Analyze issues that are related to the law and ethics in computer security as well as identify the cyber law associated with computer security issues. Synopsis Security in Information Technology is a very important issue. It is an area that deserves study by computer professionals, students, and even many computer users. Through this course, student will learn how to control failures of confidentiality, integrity and availability in applications, databases, operating systems and networks alike. Student will also learn on how to plan the recovery solution if any disaster happens to the computing environment. References 1. 2. 3. 4. 5. 1. Siti Rahayu, Robiah, Mohd Faizal and Nazrulazhar (2006), Information Technology Security, Pearson. W. Stallings (2003). Network Security Essentials: nd Applications and Standards, 2 edition, Prentice Hall, Inc. C.P. Pfleeger, S. L. Pfleeger (2003). Security in rd computing 3 Ed., Prentice Hall International, Inc. nd D. Gollmann (2005). 2 Edition, Computer Security, John Wiley & Sons, Inc. B. Schneier (1996). Applied Cryptography: nd Protocols, Algorithms and Source Code in C 2 Ed, John Wiley & Sons, Inc. 4. ELECTIVE SUBJECTS BITM 3133 5. Crawford C. (2003) The Art of Interactive Design. No Strach Press. Rollings A & Adams E. (2003) Game Architecture and Design. New Riders. Computer Games Development (3,2,2) Learning Outcomes BITP 2223 Software Requirement and Design (3,2,2) At the end of the course, students should be able to: 1. Explain and report the principles, basic of interface design and technologies behind the rules to play the games. 2. Show how the functions of computer games can be used to create experience, including rules design, game mechanic, game balancing, social game integration and the integration of visual, audio, tactile and textual elements into the game experience. 3. Describe and construct how characters, plots and dialogues are developed in interactive story telling. 4. Construct text based and graphical computer games’ prototypes. Learning Outcomes At the end of the lesson, students should be able to : 1. 2. 3. 4. Understand and explain about the concept of requirement analysis and software design. Analyze software requirements and design the software using object oriented concept and Unified Modeling Language (UML) notations. Build analysis software requirement models and software design model by using UML notation. Identify and solve problems on software design by using pattern design concept. Synopsis Synopsis Electronic game is one of the most popular forms of entertainment that we need to understand from the perspectives of commercial products, cultural phenomena and computer technology particularly computer graphics. An understanding of software technologies such as graphics, networks, software design and artificial intelligence as well as the cultural context is necessary in designing and developing computer games. This subject focuses on the design of computer games and how different technologies can be adopted in practical projects. References 1. 2. 3. Gary R (2007), ActionScript 3.0 Game Programming University. Breackeen D., Barker B. & Vanheluwe (2004) Developing Games In Java, New Riders. Crawford C.(2003) Chris Crawford on Game Design. Prentice Hall. This course will introduce students to the concept application software development cycle especially requirement analysis and software design which based on objects, UML notations, difference between OOAD and SDM. It covers requirement analysis modeling besides activity diagram, sequence diagram and class diagram. Design phase will be introduced to students including on how to develop relations between class, operations, attributes, decomposition, frameworks, layers and tiers. References 1. 2. 3. 4. Ian Sommerville, Software Engineering 6th Edition, Addison Wesley 2006 Martin Fowler, UML Distilled Third Edition A Brief Guide to the Standard Object Modeling Language, Addison Wesley 2003 Cay Horstman, Object Oriented Design and Patterns, John Wiley and Sons 2006 Alan Shalloway, James Trott Design Patterns Explained: A New Perspective on Object-Oriented Design, 2/E, Addison-Wesley Professional, 2005 5. Jim Arlow, Ila Neustadt UML 2 and the Unified Process: Practical Object-Oriented Analysis and Design, 2/E, Addison-Wesley Professional, 2005 BITM 3413 Geographical Information System (GIS) (3,2,2) Learning Outcomes At the end of the course, students should be able to: BITP 3353 Multimedia Database (3,2,2) 1. Learning Outcomes 2. At the end of the lesson, students should be able to : 3. 1. 2. 3. Identify the importance of multimedia database and related concepts. Design multimedia database based on current environment an requirement. Develop application incorporating multimedia database as a group work. Synopsis Multimedia Database Management System (MDBMS) is a DBMS that support traditional and multimedia data types. The DBMS is able to handle large cluster of multimedia entities. This subject covers main components that need to be integrated into conventional DBMS for practical usage in multimedia application development. This includes an overview of multiple features and approaches in handling large cluster of multimedia entities by current DBMS. Consequently, a set of features and functionalities needed by an MDBMS to support various multimedia data types effectively and efficiently is being developed. Show and explain the concepts, issues, techniques and various GIS applications. Solve information system problems based on the GIS language technique. Justify the issues in GIS management based on the information from various resources. Synopsis This course will introduce students to Geographic Information Systems (GIS). GIS is a computer based data processing tool that is used to manage, analyze and visualise spatial data. It can be considered as advanced database. Students will explore some of the GIS applications in in the area of electronic government, resources management, disaster management, businesses, banking and insurance industries. Students must be familiar with traditional methods of identifying and describing locations using paper maps. The students will begin by examining the geographic basics of mapping and examine the processes in which spatial data can be recorded, captured, stored, processed using computers. Next, the students will introduce the methods used in spatial analysis. The final portion of the course will focus on spatial cartographic presentation of data. References References 1. 1. 2. 3. 4. 5. Dunckley, L. (2003) Multimedia Databases: An Object-Relational Approach UK : Pearson. Guojun Lu(1999) Multimedia Database Management Systems UK Rob, P. & Coronel, C. (2004) Database Systems : Design, Implementation, and Management 6th Edition Course Technology Chia Kim Heok, Seow Eng Hua & Teo Kah Choo (2004) Databases 2nd Edition Singapore : Pearson Subrahmanian, V. S. 1998. Principles of Multimedia Database Systems, Morgan Kaufmann. 2. 3. 4. De By, R.A et al. 2000. R.A. De By (eds). Principles of Geographic nformation Systems. ITC Educational Text Book Series:1 ISBN 90-6164-184-5, ISSN 1567-5777 ITC Educational Textbook Series, ITC. Enschede Holland. Bruce E.Davis, GIS : A Visual Approach, 2nd Edition, OnWord Press, ISBN 0-7668-2765-X. Scott Crosier, Bob Booth and Andy Mitchell, Getting Started with ArcGIS, ESRI, Redlands, California. ISBN 1-58948-061-9. Scott Hutchinson and Larry Daniel, Inside ArcView GIS, 3rd Edition, On Word Press, ISBN 1-56690169-3. 5. 6. 7. 8. 9. Chang, Kang-tsung 2003, Introduction to Geographic Information Systems, McGraw-Hill, 2nd Edition, ISBN 0-07286121-5 Price, Maribeth (2003) Mastering ArcGIS, McGrawHill, ISBN 0-07291814-4 Lo, C.P and Yeung A.K.W (2002), Concepts and Techniques of Geographic Information Systems. Prenctice Hall, Inc. Upper Saddle River, New Jersey. ISBN 0-13-080427-4 DeMers, M.N (2002). Fundamentals of Geographic Information Systems. 2nd Ed. Updated with Integrated Lab Manual, John Wiley & Sons. ISBN 0471426091 Ormsby, T et.al (2001), Getting to Know ArcGIS Desktop. ESRI, Redlands, California.