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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.