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B.SC - Hons - CSGD I Year Syllabus

The document outlines the curriculum for a B.Sc (Honours) in Computer Science and Game Development, detailing various courses and assignments focused on English communication, game genres, operating systems, game design, and C++ programming. Each course includes theoretical and practical components, assignments, and mandatory readings to enhance students' understanding and skills in these areas. The curriculum aims to equip students with essential knowledge and hands-on experience in both game development and programming.

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0% found this document useful (0 votes)
10 views15 pages

B.SC - Hons - CSGD I Year Syllabus

The document outlines the curriculum for a B.Sc (Honours) in Computer Science and Game Development, detailing various courses and assignments focused on English communication, game genres, operating systems, game design, and C++ programming. Each course includes theoretical and practical components, assignments, and mandatory readings to enhance students' understanding and skills in these areas. The curriculum aims to equip students with essential knowledge and hands-on experience in both game development and programming.

Uploaded by

jexter694
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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B.

Sc (HONOURS) – COMPUTER SCIENCE AND GAME DEVELOPMENT


1) Students will do an assignment on the proper use of tenses
tenses.
I YEAR I SEMESTER Assignment type: Written

UGN19B1.1AT:
T: ENGLISH COMMUNICATION 2) Students
ents w
will undertake informal writing exercises ( eg : an introductio
duction to yourself, a
comprehensive summary of a newspaper article, etc.)
Code: Periods: Cred: Tot: Mode: T Dur: Assignment type: Written
Int: 50 Ext: 50
UGN19B1.1AT 2L 2 100 3Hrs
3) Students will write/ present an argumentative essay/ speech about some aspect of
the "media
"media" (television, radio, print media, electronic media, etc.) which
w they find
The English Communication Course is a popular communication course and covers all of interesting.
the major language skills including: grammar, vocabulary, conversation, pronunciation, Assignment type: Written / Presentations
listening comprehension, reading, and writing. The Grammar Structure & Usage focuses
not only on teaching students the rules for grammar usage, but also on giving students Mandatory Reading:
the opportunity to practice using grammar in both speaking and writing. An anthology of prose selections reflecting the Indian culture and the cont
contemporary social
problems and models of English prose by VK Maheswari and Sri. B. Srivastava.
After completing this course the student will:
***
● Know, understand and identify terms such as: voice, persona, plot, tone, point of view,
imagery, allegory, symbolism, dramatic monologue, tone, and mood when reading a U4GD22B1.2
U4GD22B1.2VT: GAME GENRES AND THE HISTORY OF GAMES
text.
● Demonstrate an understanding of proper English usage & control of grammar,
paragraph & sentence, diction and syntax. Code: Periods: Cred: Int: Ext: Tot: Mode: Dur:
● Employ writing skills to draft, revise, and edit written
writ material in a clear, concise and U4GD22B1.2
U4GD22B1.2VT 2L+2T 4 50 50 100 T 3Hrs
coherent manner according to conventions and mechanics of Standard English.
● Select a variety of expository writing to fulfill a particular writing purpose. UNIT I:
Ancient Games: Games played through the ages and their role in society
UNIT I
Vocabulary:
• One word substitutes • Words often confused • Synonyms and Antonyms • Foreign Practical: Study on any one childhood playground Game iin terms of the structure of the
Phrases • Phrasal verbs derived from the Dynamic verbs: Go, Put, Take, Look, Get, Hold, Game (Rules etc) and the kinds of Fun it involves.
Give Run and Turn. • Idioms and Phrases
UNIT II:
UNIT II Video Game History: Tracing the history of video games, companies,
s, consoles,
cons platforms,
Grammar: birth and mixing of genres, the first games, how they helped shape
e popular
popu culture and
• Tenses and Uses of Tenses • Verb • Spotting the errors in a sentence • Correction of evolution of video games.
errors in a given sentence – errors in the use of words – errors in constructing sentence –
errors of Indianisms – use of slang – errors in punctuation. • Concord • Articles,
Proposition and words followed by prepositions Practical: Study on various video Game consoles, hardware and flatforms

UNIT III
UNIT III:
Writing:
• Precise writing, Note – making and note taking, letter writing, technical report writing, Different Genres: In-depth analysis of the various kinds of genres-basi
basic genres, mixed
resume writing, business correspondence, preparation of CV and project reports. genres, hybrid genres.

Assignments: Assignment: In-depth research and presentation on a particular genre.

1
UNIT IV: Practical: Case study on Process Scheduling in Operating systems like Windows,
Unix/Linux, Android, IOS
Defining Culture: The effect of games on culture and vice versa: Reflection and
Transformation UNIT II
Theory:
Memory Management: Swapping, contiguous allocation, paging. Static and Dynamic
Practical: Study on influence of games and / or movies on popular culture? Take the partition, Demand paging, Page replacement Algorithms, thrashing, Segmentation,
example of any one game / or movie and describe the effect in detail. Segmentation with paging.

Practical: Case study on Memory Management in Operating systems like Windows,


UNIT V: Unix/Linux, Android, IOS

Gender Stereotyping: Representation of male and female characteristics, UNIT III


hypersexualization of characters and the implications. Theory:
File System Interface: File Concept, Access Methods, Directory Structure, File System
Assignment: Research and presentation on the culture surrounding a particular game Mounting, File Sharing, Protection.
File System Implementation: File-System Structures, File-System Implementation,
Directory Implementation, Allocation Methods, and Free Space management, Efficiency
TEXT BOOKS:
and performance, Recovery.
1. Video Games: History, Genres and Culture by Kelie Smith
Practical: Case study on File System interface and File System Management in Operating
2. Fundamentals of Game Design, Adams and Rollings systems like Windows, Unix/Linux, Android, IOS
3. Different games on XBox, PS3, Wii and PC
UNIT IV
Theory:
*** Process Synchronization: Critical Section problem, Semaphores, monitors.
Deadlocks: Necessary Conditions, Resource allocation Graph, methods for handling
U4GD22B1.3CT: OPERATING SYSTEMS deadlocks, preventions, avoidance, detection and Recovery.

Mode: T Dur: Practical: Case study on Process Management, Process Synchronization, and dead in
Code: Periods: Cred: Int: Ext: Tot:
3Hrs Operating systems like Windows, Unix/Linux, Android, IOS
U4GD22B1.3CT 3L+1T 4 50 50 100
This course teaches the basic operating system abstractions, mechanisms, and their UNIT V
implementations. The core of the course contains concurrent programming (threads and Theory:
synchronization), inter process communication, and an introduction to distributed Device Management: Disk Structure, Disk Attachment, Disk Scheduling, Disk
operating systems. Management, Swap Space Management, RAID Structure, Stable Storage Implementation.
Students will understand the rationale behind the current design and implementation I/O System: I/O hardware, Application I/O Interface, Kernel I/O Subsystem,
decisions in modern OS’s by considering the historic evolution of various OS constructs. Transforming I/O request to hardware Operation, STREAMES.

UNIT I Practical: Case study on Device Management, IO device Management in Operating


Theory: systems like Windows, Unix/Linux, Android, IOS
Introduction to Operating Systems: OS structure and strategies, Process concept, Inter
process communications, Threads, Multithreaded Programming. REF BOOKS:
Process Scheduling: Scheduling Criteria, Scheduling Algorithms, Multi Processor
Scheduling, Thread Scheduling.

2
1) Abraham Silberschatz, peter B. Galvin, Greg Gagne, Operating System Concepts,
Wiley India, 2006. Practical:
2) Andrew S. Tanenbaum, Modern Operating Systems, 2nd Edition, Pearson Preparation of story and script for a simple game
Education, Asia-2001.
3) Robet Love, Linux Kernel Development, Pearson Education, 2004 UNIT III:
*** Team And Studio Structure: The different roles and responsibilities of people working in
game studios and working on projects
U4GD22B1.4CT: GAME DESIGN AND PRODUCTION PIPELINE Game Production Cycles: Different types of game projects, game production procedures
and cycles
Code: Periods: Int: Tot: Mode: T Dur:
Cred: 4 Ext: 50 3Hrs Practical:
U4GD22B1.4CT 3L+1T 50 100
Study on Team formation, Job roles and responsibilities in various types of Game studios.
This course is designed to give the students an understanding of the thoughts and
processes that are involved in Game Design. Students will look at what design processes UNIT IV:
go into making an entertaining game. Concepts related to teams, team structures etc will Production Pipelines: Different stages of game production, and the
be taught as part of this course. challenges/responsibilities of each stage.
Game Art Pipelines: Research, conceptualization, production and integration of art into
After completing this course the student will: games

• Understand development life cycle and phases in development Practical:


• Design a simple game? Preparation of Game Design document for a game
• Be able to develop story and script
• Be able to use different tools and methodologies used in game development UNIT V:
• Prepare design documents The Iterative Process: The definition of iteration and iterative process in game
development; successful iterative practices.
UNIT UNIT I:
Defining Play: An introduction to the concept of 'Play' as a precursor to Games: Being
Practical: Developing a playground game using the iterative process
Playful, Ludic Activities, Game Play. The Magic circle explained.
Fun: Defining and breaking down 'Fun' into its components: Agon, Alea, Illinx, Mimicry.
UNIT VI:
Analysis of children's games based on these components
Understanding Games: This unit will run concurrent with all three, and will basically
Structure Of Games: The structure of games, analysis and breakdown of children's games
involve playing and experimenting with different games of all genres on various different
in terms of structure.
platforms in order to understand the subject in depth.

Practical:
Study on any one Ancient game of India and describe the game play in brief using TEXT BOOKS:
sketches. Analyze the game in terms of types of fun. 1. Rules of Play: Game Design Fundamentals, Katie Salen / Eric Zimmerman
2. Fundamentals of Game Design, Adams and Rollings

UNIT II:
Game Analysis: Play and analysis of a game of choice. Presentation of analysis, detailing ***
'Fun' aspect, game play, structure and breakdown of why it is 'Fun'

3
b. Calculate the sum of individual digits of a positive integer.
c. Check whether the given integer is palindrome or not.
U4GD22B1.5SP: C++ PROGRAMMING LANGUAGE d. Check whether the given integer is prime or not.
e. Write a C Program to print all palindromes present in between given limits.

Code: Periods: Int: Tot: Mode: T Dur: 3. Programs to demonstrate the working of Functions:
Cred: 4 Ext: 50 5Hrs
U4GD22B1.5SP 2L+4P 50 100
a. Calculate the factorial of given number and program to Demonstrate its
This course is designed to Introduce Object Oriented Programming concepts using the C++ working.
language. Introduces the principles of data abstraction, inheritance and polymorphism; b. To check whether the given No. is palindrome or not and program to
Introduces the principles of virtual functions and polymorphism Introduces handling generate all palindromes present in between the given two limits.
formatted I/O and unformatted I/O Introduces exception handling c. To check whether the given number is prime or notand program to generate
all prime Numbers present in between the given two limits.
After completing this course the student will: d. To calculate sin value of the given angle and program to demonstrate the
working of sin function.
• Able to develop programs with reusability e. To calculate the ncr and npr of given two integers and program to
• Develop programs for file management demonstrate the working of the functions.
• Handle exceptions in programming
• Develop applications for a range of problems using object-oriented programming 4. Programs to work with Recursive functions:
techniques
a. Calculate factorial of the given integer
b. Calculate GCD of the given two integers.
UNIT I
c. Calculate sum of the digits of the given integer
Introduction: Algorithm / pseudo code, flowchart, A Simple CPP program, identifiers,
d. Calculate sum of the given Array
data types, Constants, variables, operators, expressions, type conversions, Input-output
e. Solve Towers of Hanoi problem
statements.
Flow Control: Selective statements, Iterative statements, Jump control statements.
Functions: Introduction, Defining and calling of functions, parameter passing, recursive UNIT II
functions Arrays: Introduction, declaration, definition, accessing elements, storing elements, arrays
and functions, two-dimensional and multi-dimensional arrays.
Practical: Strings: concepts, declaration, definition, accessing elements, storing elements, string.h
functions, strings and functions, two-dimensional strings, applications of strings, char i/o
1. Programs to demonstrate the working of Operators and conditional , string i/o.
statements Pointers: Concepts, initialization of pointer variables, pointers and function arguments,
address arithmetic, Character pointers and functions
a. Calculate the area and perimeter of Triangle if the lengths of three sides were
given as Inputs. Practical:
b. Swap the contents of the given two integers.
c. Check whether the given year is leap year or not. 1. Programs to demonstrate the working of Arrays:
d. Calculate Roots of a Quadratic equation.
e. Check whether the given character is alphabet or digit or special character or a. Sort the elements of the given array.
space character b. Search for the given key element within the given array with linear search.
c. Search for the given key element within the given array with Binary Search.
2. Programs to demonstrate the working of loops d. To calculate the sum of the elements of the given two matrices.
e. To calculate the transpose matrix of the given matrix.
a. Calculate the factorial of the given Integer.

4
2. Programs to demonstrate the working of Strings& Pointers: a. Define a template function to swap the contents of given two parameters.
a. Count the number of words, alphabets, digits, spaces and special Write a program to demonstrate its working.
characters in the given string. b. Define a template function to search for the given key with in the given
b. Demonstrate the working of string. functions. Array. Write a program to demonstrate its working.
c. function to swap the contents of two integers and write a program to c. Define a template class to represent Array with sort and search Operations.
demonstrate the working of the function. Write a program to demonstrate its working.

UNIT IV
UNIT III Operator Overloading: Operator Overloading Concept, Overloading of Binary and Unary
Features Of C++: Introduction to structures and unions, classes, objects, Abstraction, Operators of C++, Working with Overloaded Operator Methods.
Encapsulation, Hierarchy, Inline Functions, Function Overloading, References, Default Inheritance: Overview of Inheritance ,Defining Base and Derived Classes , Types of
Parameters. Inheritances, Constructor and Destructor Calls , Modes of Inheritances, Multipath
C++ Classes & Objects: Class definition, Class structure, Class objects, Class scope, this Inheritance, Virtual base Classes, member hiding and member overriding.
pointer, Friends to a class, Static and Instance members, Constant member functions, Polymorphism: Overview of Polymorphism, Virtual Functions, Static and Dynamic
Constructors and Destructors. bindings, Base and Derived class virtual functions, Dynamic binding through virtual
Storage Management: Memory Allocation, Dynamic Management, new and delete functions, Virtual function call mechanism, Pure virtual functions, Abstract classes,
Operators Virtual destructors, static and dynamic polymorphism.
Templates: Template Overview, Working with Template Methods, Working with Template
Classes, Introduction to Standard Template Library
Practical:
Practical:
1. Programs to demonstrate the working of concept of Operator Overloading I:
1. Programs to examine the basic Features of C++: a. Define a class to represent Rational Number with functions to overload
a. Working of function overloading. arithmetical operators. Write a program to demonstrate its working.
b. Working of inline functions. b. Define a class to represent Rational Number with functions to overload
c. Working of default parameters. relational operators. Write a program to demonstrate its working.
d. Working of references c. Define a class to represent Rational Number with functions to overload
increment and decrement operators. Write a program to demonstrate its
2. Programs to explore the basic concepts of classes and Objects: working.
d. Define a class to represent Rational Number with functions to overload
a. Define a class to represent Rational Number with functions to perform input and out put operators. Write a program to demonstrate its working.
arithmetical operations. Write a program to demonstrate its working.
b. Define a class to represent Complex Number with functions to perform 2. Operator Overloading Programs to demonstrate the working of concept of
arithmetical operations. Write a program to demonstrate its working. Operator Overloading II:
c. Write a program to demonstrate the working of constructors and destructors.
d. Write a program to demonstrate the working of dynamic memory management. a. Write a program to implement time class that has separate data members
for hours, minutes and seconds. Overload + Operator to add two times
3. Programs to work with Static members and friends (object) and ++ operator to increment the time by one second.
b. Write a C++ program to implement a student class having roll no., name,
a. Write a program to demonstrate the working of static members of the class. rank, addresses as data members. Overload assignment operator =
b. Programs to demonstrate the working of friend functions c. Write a program to implement user defined string class. Overload the
c. Program to demonstrate the working of friend classes constructor and a member function to concatenate two strings.

4. Programs to experience the concept Templates: 3. Programs to demonstrate the working of Inheritance & Polymarphism:

5
a. Write a programming to implement the following hierarchy : Employee

Shape

Permanent Employee Daily Wage Employee

Triangle
Rectangle

Assume appropriate data members and member functions. Implement


Assume appropriate data members and member functions implement complete compute pay as a virtual function. The pay is computed as follows:
area ( ) functions as a virtual function. Make shape as an abstract class. For Permanent Employee Pay = BASIC + DA + HRA +, and daily wages
employee, Pay = No. of days x daily wage.

b. Write a program to implement the following hierarchy.

d. Write a C++ program to implement the following hierarchy.


Person
Library Member

Student Employee Student Member Staff Member

Assume appropriate data members and member functions. Implement


compute-penalty as a virtual function which computes penalty differently for
Assume appropriate data members and member functions implement insert ( ) student and staff members.
and show ( ) member functions to accept and display the information of the class.
UNIT V
Exception Handling: Benefits of exception handling, Throwing an exception, The try
c. Write a program to implement the following hierarchy. block, Catching an exception, Exception objects, Exception specifications, Stack

6
unwinding, Rethrowing an exception, Catching all exceptions, Design issues in exception Theory:
handling. Study of Shape:
Streams: I/O using CPP functions, Stream classes hierarchy, Stream I/O, File streams 1. Masses of the Figure
Error handling during file operations, Formatted I/O. 2. Masses of the Head
3. Perspective projection of the Figure
Practical:
1. Write a CPP program to demonstrate exception handling on r=Z/(X-Y) Practical:
2. Write a CPP program to demonstrate write and read operations on streams 1. Masses of the Figure,
2. Masses of the Head
3. Column Forms of the Arms and Legs
REF BOOKS: 4. Study of Torso
1. C ++ Programming, AL Stevens, Wiley Dreamtech India pvt Ltd, 7th Edition.
2. Problem solving with C++, The OOP, 4th Edition, Walter Savitch, Pearson UNIT IV
Education. Practical:
3. C++, The Complete Reference, 4th Edition, Herbert Schildt, TMH. Study from Nature:
1. Insects, Birds and Animals
*** 2. Ponds, Rocks, Trees, Plants, Flowers, etc,

UNIT V
U4GD22B1.6GP: DRAWING Theory:
Anatomy Traditional and Realistic Approach:
Mode: P Dur: 1. Basic human figure proportions of various age group (male/female)
Code: Periods: Cred: Int: Ext: Tot:
U4GD22B1.6GP 4P 2 50 50 100 5Hrs
Practical:
1. Basic human figure proportions of various age group (male/female)
Drawing is the art of technique of producing images on a surface. It is a form of visual art 2. Fundamental postures (sitting, standing, walking) etc,
in which a person uses various drawing instruments to mark paper or another two
dimensional medium. REF BOOKS:

UNIT I 1. Figure Study made easy by Aditya Chari


Theory: 2. Mastering the Art of Drawing by Ian Sidaway and Sarah Hoggett
Study of Figures Caste from Plaster/ Clay/ Card Board/ Wood Etc: 3. Drawing and Sketching by Stan Smith.
1. Basic shapes
2. Basic composition & light ***

Practical: U4GD22B1.7GP: COLOR THEORY


1. Four Basic shapes in value
Code: Periods: Cred: Int: Ext: Tot: Mode: P Dur:
UNIT II 5Hrs
U4GD22B1.7GP 4P 2 50 50 100
Practical:
Head Study:
1. Study of Head Shapes like oval, hexagonal, squarish, & round There are few things in design that are more subjective or more important than the use of
2. Study of different views like front, three quarter side, tiled view of month, eyes, nose color, a color that can evoke one reaction in one person, may evoke the opposite reaction
and ears. in another due to culture prior association or even just personal performance.
There is a lot to go through something as simple as changing the exact hue or saturation
UNIT III of a color can evoke a completely different feeling. Cultural difference can compound those

7
effects. ***

UNIT I Online courses from swayam / Moocs


Theory: About Swayam
Introduction to Color Theory: SWAYAM is a programme initiated by Government of India and designed to achieve the
1. Monochromatic, Analogues, Complementary, Split Complementary, Color Palette (Usage three cardinal principles of Education Policy viz., access, equity and quality. The objective
in Professional/Commercial). of this effort is to take the best teaching learning resources to all, including the most
disadvantaged. SWAYAM seeks to bridge the digital divide for students who have hitherto
Practical: remained untouched by the digital revolution and have not been able to join the
Design of color wheel. mainstream of the knowledge economy.
Credit Transfer UGC has already issued the UGC (Credit Framework for online learning
UNIT II courses through SWAYAM) Regulation 2016 advising the Universities to identify courses
Theory: where credits can be transferred on to the academic record of the students for courses
Design Principles: done on SWAYAM. AICTE has also put out gazette notification in 2016 and subsequently
1. An in-depth study of the elements, principles, concepts including contrast, balance, for adoption of these courses for credit transfer.
unity –Rhythm, symmetry, asymmetry and visual emphasis
***
Practical:
An in-depth study of the elements, principles, concepts including contrast, balance, unity I YEAR II SEMESTER
-Rhythm, symmetry, asymmetry and visual emphasis
UGN19B2.1AT: CREATIVE WRITING FOR MEDIA
UNIT III
Theory: Code: Periods: Cred: Int: Ext: Tot: Mode: T Dur:
Golden Section Theory: UGN19B2.1AT 2L 2 50 50 100 3Hrs
1. Focal point concept, emphasis to the seven universal shapes, elementary constructions.
2. The vasectomies, the circle and T square, the “how to’s of ratio and proportion
3. Division of circle, symbolism and philosophy of geometric shapes, geometric anatomy.
The purpose of Creative Writing is to encourage students to cultivate the habits, attitudes
Practical: and flexibility of a professional writer in a professional community. Creative Writing
1. The vasectomies, the circle and T square, the “how to’s of ratio and proportion involves detailing of the events / features appearing in a creative scenario. Students learn
to visualize and dramatize using the written word as their medium and to choose effective
UNIT IV and correct language.
Theory: After completing this course the student will:
Pragmatic Understating:
1. Color harmony design principles, to develop effective work and discipline habits for the • Develop their creative writing skills
perfection of craftsmanship and presentation. • Able to visualize and dramatize by using their writing skills
• Learn to detail features and events appearing in a creative scenario
Practical: • Able to choose effective and correct language
1. Color harmony design principles, to develop effective work and discipline habits for the • Learn to conceptualize and detail all the requirements for imaginative writing.
perfection of craftsmanship and presentation. • Able to understand, identify and use the various elements for writing using
effective language
REF BOOKS:
UNIT I
1. The Human Figure by Sarah Hoggett. Theory:
2. Drawing with color by Judy Martin 1. Brief History of Literary Criticism
2. General Principles of Creative Writing

8
Practical: 8. What If? Writing Exercises for Fiction Writers by Anne Bernays and Pamela
Develop a creative, imaginative and interesting write up following the general principles of Painter.
creative writing for a given topic ***

UGN22B2.2VT: ENVIRONMENTAL SCIENCE


UNIT II
Theory: Mode: T Dur:
1. Diary Writing Code: Periods: Cred: Int: Ext: Tot:
UGN22B2.2VT 2L+2T 4 50 50 100 3Hrs
2. Writing a Character Sketch

Practical: UNIT I
Writing Diary entries from the perspectives of different characters of a nursery rhyme Theory:
The Multi-disciplinary nature of environmental studies Definition, scope and importance
UNIT III need for public awareness.
Theory:
1. Short Story Writing Natural Resources:
2. Interviews Renewable and Non-Renewable:
Natural Resources and Associated Problems.
Practical: a) Forest resources: Use and over-exploitation, deforestation, case studies. Timber
Develop a creative and imaginative short story based on varied prompts and situations extraction, mining, dams and their effects on forests and tribal people.
Water resources: Use and over-utilization of surface and ground water, floods, drought,
UNIT I conflicts over
Theory: Water, dams-benefits and problems.
1. Writing for Radio ( Documentary, Radio Play) b) Mineral resources: Use and exploitation, environmental effects of extracting and using
2. Writing for TV ( Documentary, Drama) mineral resources, case studies
c) Food resources: World food problems, changes caused by agriculture and overgrazing,
Practical: effects of modem agriculture, fertilizer-pesticide problems, water logging, salinity, case
Preparing a script with dialogues for a combination of characters studies.
e) Energy resources; growing energy needs, renewable and non renewable energy sources,
UNIT V use of alternate energy sources. Case studies.
Theory: f) Land resources: Land as a resource, and degradation, man Induced landslides, soil
1. Editing erosion and desertification.
2. Proof Reading - Role of an individual in conservation of natural resources.
- Equitable use of resources for sustainable lifestyles.
Practical:
Applying the concepts and principles of editing to a given article UNIT II
Theory:
REF BOOKS: Ecosystems
1. The Practice of Creative Writing by Heather Sellers • Concept of an ecosystem, Structure and function of an ecosystem.
2. What a Writer Needs by Ralph Fletcher • Producers, consumers and decomposers, Energy flow in the ecosystem.
3. The Poetry Home Repair Manual by Ted Kooser. • Ecological succession, Food chains, food webs and ecological pyramids.
4. Imaginative Writing by Janet Burroway. • Introduction, types, characteristic features, structure and function of the following
5. The Creative Process by Carol Burke and Molly Best Tinsley ecosystem:-
6. On Writing by Stephen King a) Forest ecosystem b) Grassland ecosystem
7. Writing Fiction: A Guide to Narrative Craft by Janet Burroway. c) Desert ecosystem d) Aquatic ecosystems (ponds, streams, lakes, rivers,
oceans, Estuaries)
9
• Population growth, variation among nations. Population explosion — Family Welfare
Biodiversity and Its Conservation Programme,
• Introduction — Definition: genetic, species and ecosystem diversity. • Environment and Human Health.
• Biogeographically classification of India Value of biodiversity: consumptive use, • Human Rights.
productive use social, • Value Education.
Ethical, aesthetic and option values. Biodiversity at global, National and local levels, • HIV/AIDS.
• Hot-spots of biodiversity. • Women and child welfare.
• Threats to biodiversity: habit loss, poaching of wildlife, man-wildlife conflicts. • Role of information Technology in Environment and Human Health Case studies
• Endangered and endemic species of India. Conservation of biodiversity: In --situ and Ex--
situ conservation of biodiversity. Field Work:
• Visit to a local area to document environmental assets-river / forest / grassland / hill /
UNIT III mountain
Theory: • Visit to a local polluted site — Urban / rural / industrial / agricultural
Environmental Pollution • Study of common plants, insects, birds
Definition • Study of simple ecosystems — pond, river, hill slopes, etc.
• Causes, effects and control measures of: -
a. Air pollution b. Water pollution REF BOOKS:
c. Soil pollution d. Marine pollution 1. Agarwal, K. C. 2001 Environmental Biology, Nidhi Publ. Ltd. Bikaner.
e. Noise pollution f. Thermal pollution 2. Bharucha Erach, the Biodiversity of India, Mapin Publishing Pvt. Ltd., Ahmedabad
g. Nuclear hazards - 380 013, india, Email; [email protected](R)
Solid waste Management: Causes, effects and control measures of urban and industrial 3. Brunner R. C., 1989, Hazardous Waste Incineration, McGraw Hill Inc. 480p
wastes. 4. Clark R. S., marine Pollution, Clanderson Press Oxford (TB)
• Role of individual in prevention of pollution. 5. Cunningham, W. P. Cooper, T. H. Gorhani, E & Hepworth, M. T. 2001,
• Pollution case studies. Environmental Encyclopedia, Jaico Publ. House, Mumbai, 1196p
Disaster management: floods, earthquake, Cyclone and landslides.
***
UNIT IV
Theory: U4GD22B2.3CT: DATABASE MANAGEMENT SYSTEMS
Social Issues and the Environment
• From Unsustainable to Sustainable development urban problems related to energy
Code: Periods: Int: Ext: Tot: Mode: T Dur:
• Water conservation, rain water harvesting, watershed management Cred: 4
U4GD22B2.3CT 3L+1T 50 50 100 3Hrs
• Resettlement and rehabilitation of people; its problems and concerns case studies.
• Environmental ethics: Issues and possibility solutions.
•Climate change, global warming, acid rain, ozone layer depletion, nuclear accidents and This Subject was designed o understand the basic concepts and the applications of
holocaust, case studies. database system, to master the basics of SQL and construct queries using SQL, to
• Wasteland reclamation. understand the relational database design principles, to become familiar with the basic
• Consumerism and waste products. issues of transaction processing and concurrency control and to become familiar with
• Environment protection Act. recovery techniques
• Air (Prevention and Control of Pollution) Act.
• Water (Prevention and control of Pollution) Act. Wild life protection Act Forest After completing this course, the student will:
Conservation Act. • Demonstrate the basic elements of Relational Database management systems
Issues involved in Enforcement of Environmental legislation. Public awareness. • Ability to design Entity Relationship model and convert entity relationship
diagrams into RDBMS
UNIT V • Formulate SQL Queries on the data
Theory: • Ability to Write PL / SQL programs on the data
Human Population and the Environment

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UNIT I
Theory: UNIT V
The Entity –Relationship Model: Overview of Database Design, Entities, Attributes, Theory:
Relationships, Extended ER Model Features Security: Introduction to database security, access control discretionary Access control,
The Relational Model: Introduction to the Relational Model, Integrity Constraints over mandatory access control.
relations, ER to Relational, introduction to views. Destroying/ Alerting Tables and Views. Crash Recovery: Log based recovery, Introduction to ARIES, Recovering from a System
Schema Refinement and Normal Forms: Introduction to schema Refinement, functional Crash, Media Recovery.
dependencies, examples motivating schema Refinement, reasoning about functional
dependencies, normal Forms, decompositions, normalizations Practical:
Implementation of security with Data control languages (Grant and Revoke)
Practical:
Creating tables and views, Drop tables, alter tables, alter views REF BOOKS:

UNIT II 1) Raghu Ramakrishna, Johannes, Gehrke, Database Management Systems, 3rd


Theory: Edition, Mc-Graw Hill 2003.
Relational Algebra and Calculus: Preliminaries, Relational Algebra Relational Calculus, 2) RamezElmasri, Shamkant B. Navathe, Somayajulu, Guptha, Fundamentals of
expressive, power of algebra and calculus. Database Systems, Pearson Education,2006
SQL: Queries, Programming and Triggers: SQL Queries, nested Queries. Joins, aggregate 3) Silberschataz, Korth, Sudarshan-Database System Concepts, 5th Edition McGraw
functions, null values, embedded SQL, cursors, Dynamic SQL, Triggers and Active Hill 2006.
database, designing active databases

Practical: ***
Null functions, sub queries, joins, cursors and triggers
U4GD22B2.4CT: MATHEMATICAL CONCEPTS FOR GAMING
UNIT III
Theory:
File Organization and Indexes: Cost Model, Comparison of three files Organizations, Code: Periods: Int: Ext: Tot: Mode: T Dur:
overview of indexes, properties of indexes. Cred: 2 3Hrs
U4GD22B2.4CT 2L 50 50 100
Tree-Structured indexing: Indexed sequential access methods (ISAM)
B+ Trees: A Dynamic index Structure, format of a node, search, Insert, delete, duplicates,
B+ Trees in practice. UNIT I:
Hash-Based Indexing: Static Hashing, Extendable Hashing, Linear Hashing, Extendible Vectors: Introduction of Vectors, Vectors as Geometry, Real Vectors Spaces, Linear
Hashing versus Linear Hashing. Combinations and Basic Vectors, Basic Vectors Class Implementation, Vectors Length, Dot
Product, Cross Product, Triple Products.
Practical:
Implementation of B-Trees with insertion, search and deletion operations
UNIT II:
Points: Points, Points as Geometry, Polar and Spherical Coordinates
UNIT IV
Lines and Planes: Lines, Definition, Parameterized Lines, Generalized Line Equation,
Theory:
Transaction Management: The concept of a Transaction, Transactions and schedules, Collinear Points, Planes, Parameterized Planes, Generalized Place Equation, Coplanar
concurrent, execution of transactions, lock-based concurrency, control Points, Polygons and Triangles
Concurrency Control: Lock Management, specialized locking techniques, concurrency
control without locking UNIT III:
Linear Transformations: Introduction of Linear Transformations, Definitions, Null Space
Practical:
and Range, Linear Transformations and Basis Vectors, Rank nullity theorem problems.
Implementations of transactions with different schedules and lock management

11
Quadratic Forms: Symmetric matrix of the Quadratic forms, rank, positive, negative UNIT III:
definite, semi definite, identify the nature, index, signature. BASIC KINAMETICS
Translational Motion: The Relationship Between Force, Acceleration, Velocity and
Location
UNIT IV:
Rotational Motion: Torque, Torque and Angular Acceleration
Matrices: Introduction to Matrices, Simple Operations, types of matrices, symmetric Rigid Body Motion: Center of Mass, Rigid Body Motion Coordinate Axes, Rolling Motion,
matrix, skew –symmetric matrix, singular matrix and non-singular matrix, Matrix Bowling Ball Kinematics
addition, Matrix Product, Identity Matrix. Determinants and Elementary Row Operations,
Rank, Echeloneformcrommers rule UNIT IV:
PROJECTILES
UNIT V: Basic Concepts
The Gravity-Only Model: Force and Acceleration Equations, Location Equations, Finding
Matrix Inverse: Definition, Simple Inverses, Matrix Inverse, Cramer’s method, Adjoint
the Time for a Projectile to Reach the Trajectory Apex.
matrix and Inverse. Aerodynamic Drag: Basic Concepts,Drag Coefficient , Altitude Effects on Density,
Laminar and Turbulent Flow, Adding Drag Effects to the Equations of Motion, Force and
REF BOOKS: Acceleration Equations, Velocity Equations, Location Equations, Terminal Velocity.
Intro to Wind Effects and Spin Effects, Magnus Force
1. Essential Mathematics for Games and Interactive Applications by James M. Van Details on Specific Types of Projectiles: Bullets, Cannonballs, Arrows
Verth& Lars M. Bishop.
2. Mathematics for 3D Game Programming and Computer Graphics -Eric Lengyel UNIT V:
COLLISIONS
*** Linear Momentum and impulses, Conservation of Linear Momentum, Elastic and inelastic
Collisions
U4GD22B2.5CT: PHYSICS FOR GAMING Two-Body Linear Collisions: Collisions with Immovable Objects, General Two-
Dimensional Collisions, Three-Dimensional Collisions.
Mode: T Dur: Determining Whether a Collision occurs, Angular Momentum and Impulse.
Code: Periods: Int: Ext: Tot: Collisions with Friction: Frictional Impulse, Modeling Two-Dimensional Oblique
Cred: 2 3Hrs
U4GD22B2.5CT 2L 50 50 100 Collisions, Modeling Three-Dimensional Oblique Collisions

REF BOOKS:
UNIT I:
Basics: Systems of Units, Scientific Notation, Summation Notation, Greek Letters,
1. Physics for Game Programmers by Grant Palmer.
Coordinate Systems and Frames of Reference.
Scalars and Vectors: Computing the Magnitude of a Vector, The Unit Vector, Vector Cross
***
Product.
U4GD22B2.6SP: ADVANCED C++ AND DATA STRUCTURES
UNIT II: Mode: T Dur:
BASIC NEWTONIAN MECHANICS Code: Periods: Int: Tot:
Cred: 4 Ext: 50 5Hrs
A Short Biography of Sir Isaac Newton: Newton’s First Law of Motion with inertia, U4GD22B2.6SP 2L+4P 50 100
Newton’s Second Law of Motion with Force, Mass and Acceleration, Newton’s Third Law of
Motion with Equal and opposite Force.
Force Vector: Types of Forces, Gravitational Force, Friction, Centripetal Force, Force To make the students to understand and expected to learn the applications of Abstract
Balances and Forces Diagrams. data Type, linear data structures such as stacks, queues and lists. Comprehend different
Work and Energy: Work, Energy, Kinetic Energy, Potential Energy, Other Forms of nonlinear data structures such as trees and graphs and analyze their efficiency trade off
Energy, Conservation of Energy , Power. using time complexities. Explore the concepts of object-oriented programming and
advanced C++ concepts and be able to write programs with C++ features such as

12
composition of objects, operator overloads, dynamic memory allocation, inheritance and 3. Program to demonstrate the working of Doubly Linked List
polymorphism, Templates etc. 4. Program to demonstrate the working of Stackby Using Arrays
5. Program to demonstrate the working of Stackby Using Linked List
After completing this course, the student will: 6. Program to demonstrate the working of Queueby Using Array
7. Program to demonstrate the working of Queueby Using Linked List
• Demonstrate the concepts of Abstract data type and also applications of stack and 8. Program to demonstrate the working of Circular Queue by Using Arrays
Queues 9. Program to demonstrate the working of Double Ended Queue by Using Array .
• Select the data structure that efficiently model the information in a problem 10. Program to demonstrate the working of Double Ended Queue by Using doubly
• Design programs using variety of data structures including Trees, AVL Trees and linked list.
Graphs and their applications.
• Solve problems and also assess efficiency trade off among searching and sorting UNIT III
using time complexity of each algorithm and also the applications of hashing and Trees: Binary trees, terminology, representation, traversals.
hash tables. Binary sear Trees: Representation, Operations and applications
AVL Trees: Representation, Operations and applications
UNIT I B Trees: Representation, Operations and applications
Name Spaces: The namespace problem, Introducing Namespaces, Referring to members of
a Namespace, The Using Namespace Statement, Defining a Namespace, Nested Practical:
Namespace, Unnamed Namespaces, Namespace Aliases, Koegnig Lookup 1. Write a class to create a binary Tree and to traverse it with iterative traversals.
C++ Type Casts: C++ Typecasts, Dynamic_cast, Downcasting Pointers, Downcasting Program to demonstrate it
References, Upcasting, Static_cast, Re-interpret_cast, Const_cast 2. Write a class to create a binary Tree and to traverse it with recursive
Runtime Type Information: Runtime Type Information (RTTI) Mechanism, type_info traversals.Program to demonstrate it
Class and typeid Operator, Type Safe Pointer Conversion, New C++ Cast Syntax.
UNIT IV
Practical: Graphs: Representation, Operations and applications
Searching: Linear and binary search methods.
1. Program to Demonstrate Name spaces and nested namespaces. Sorting: Insertion sort, Selection Sort, Merge Sort, Quick Sort, Heap Sort
2. Program to Demonstrate static_cast, const_cast, reinterpret_castoperators..
3. Program to work with type id and type info classes. Practical:
4. Program to Demonstrate RTTI with dynamic_cast. 1. Program to demonstrate the working of Insertion and Selection Sort techniques.
2. Program to demonstrate the working of QuickSort technique.
3. Program to demonstrate the working of MergeSort technique.
UNIT II 4. Write a class to represent a graph and traverse it with Breadth First Search and
Lists: Linear List, Linked List, Doubly linked list, Circular linked list and their operations. breadth first search traversals of a graph.
Advantages of Linked lists over Arrays.
Stacks: Definitions and Operations, Array and Linked Representation of Stacks and UNIT V
applications Sequence Containers: Vector, Deque, List,
Queues: Definitions and Operations, Array and Linked Representation of Queues and Container Adapters:Stack, Queue, Priority Queue
applications Associative Containers: Set, Multiset, Map, Multimap, Bit Set
Circular queues: Definitions and Operations, Array and Linked Representation of Queues STL Iterators: Input iterators, Output iterators, Forward iterators, Backward iterators, Bi
and their applications directional Iterators.
DE Queues: Definitions and Operations, Array and Linked Representation of DEQueues Algorithms:Non-Modifying Algorithms, Mutating Algorithms, Sorting Algorithms, Numeric
and their applications Algorithms.
Practical: Practical:
1. Program to demonstrate the working of Single Linked List
2. Program to demonstrate the working of Circular Linked List 1. Program to demonstrate the working of Vector container.

13
2. Program to demonstrate the working of De queue container. Study and construction of geometric shapes:
3. Program to demonstrate the working of List container. Creating Geometric basic primitives and compound objects with clay and cardboard.
4. Program to demonstrate the working of Stack container adapter.
5. Program to demonstrate the working of Queue container adapter. UNIT II:
6. Program to demonstrate the working of Priority Queue container adapter. Theory:
7. Program to demonstrate the working of Set& Multi set associative containers. Study and construction of Human Face:
8. Program to demonstrate the working of Map& Multi Map associative containers. Creating Human face with clay with in-depth study of components like eyes, nose, ears
9. Program to demonstrate the working of Bit set associative container etc...
10. Program to demonstrate the working of Non modifying, Mutating and Sorting
Algorithms. Practical:
Study and construction of Human Face:
Creating Human face with clay with in-depth study of components like eyes, nose, ears
etc...
REF BOOKS:
UNIT III:
1. S Sahani, “Data Structures, Algorithm and Applications in C++”, Second Edition, Practical:
University Press, 2005. Study and construction of Animals and birds:
2. The C++ Standard template Library by Alexander A. Stepanov, Meng Lee, David R. Study of animal and bird anatomy and crating sculpting assets using clay modeling.
Musser
UNIT IV:
U4GD22B2.7GP: TRADITIONAL SCULPTING Practical:
Study and construction of Environments:
Code: Periods: Cred: Int: Ext: Tot: Mode: T Dur: Learning How to sculpt and craft real life environments like market places and cites.
U4GD22B2.7GP 4P 2 50 50 100 3Hrs
REF BOOKS:
1. The Figure in Clay: Contemporary Sculpting Techniques by Master Artists.
Sculpture an artistic form in which hard or plastic materials are worked into three
2. Sculpting the Figure in Clay by Peter Rubino.
dimensional art objects. The designs may be embedded in free standing objects in reliefs
***
on surfaces or in environments ranging from tableau to contexts that envelop the
spectator. An enormous variety of media may be used including clay wax, stone, metal, U4GD22B2.8GP: DRAWING AND PERSPECTIVE
wood rubber and random found objects.
All three dimensional forms are perceived as having an expressive character as well as
Code: Periods: Cred: Int: Ext: Tot: Mode: T Dur:
purely geometric properties
U4GD22B2.8GP 4P 2 50 50 100 3Hrs
After completing this course the student will:
Drawing is almost a magical power. It enables you to communicate a different way than
spoken or written language. It lets you convey how things work and how they look.
• Have command over the 3D geometries, proportion, scale & volume.
Perspective drawing is a technique used to represent three dimensional images one two
• They develop ideas for sculptures or model and make them come to life in three dimensional picture plane.
dimensional form for use in video games

UNIT I: After completing this course the student will:


Theory:
Study and construction of geometric shapes: • The student will have the command over the visual development
Creating Geometric basic primitives and compound objects with clay and cardboard. • Be able to create illustration used to convey any idea.

Practical:

14
UNIT I: SWAYAM) Regulation 2016 advising the Universities to identify courses where credits can
Theory: be transferred on to the academic record of the students for courses done on SWAYAM.
Definition and Principle of Perspective AICTE has also put out gazette notification in 2016 and subsequently for adoption of these
Center, high & low perspective courses for credit transfer.
One two and three point perspective, plotting and rendering of shadows, atmospheric
perspective reflections. ***

UNIT II:
Practical:
Out Door Sketching
Variety of actions poses, wearing interesting clothing and holding props.
(Costumes of today and previous eras)
Rapid sketching from busy streets, markets, stations, zoo, & nature.

UNIT III:
Theory:
Isometric Drawing with Light and Shadow
Isometric Theory and samples, step by step concept drawing (Ant, Bird & Spider eye view)

Practical:
Value, plotting light & shadow, plotting and rendering of sunlight, local light composition.

UNIT IV:
Practical:
Fish Eye Distortion
Four & five point perspective.

REF BOOKS:

1. Figure Study made easy by Aditya Chari


2. Mastering the Art of Drawing by Ian Sidaway and Sarah Hoggett
3. Drawing and Sketching byStan Smith

***

Online courses from swayam / Moocs


About Swayam
SWAYAM is a programme initiated by Government of India and designed to achieve the
three cardinal principles of Education Policy viz., access, equity and quality. The objective
of this effort is to take the best teaching learning resources to all, including the most
disadvantaged. SWAYAM seeks to bridge the digital divide for students who have hitherto
remained untouched by the digital revolution and have not been able to join the
mainstream of the knowledge economy.
Credit Transfer
UGC has already issued the UGC (Credit Framework for online learning courses through
15

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