BVOC - Syllabus Semmester I To VI - Final - 1
BVOC - Syllabus Semmester I To VI - Final - 1
INTRODUCTION
The University Grants Commission (UGC) has launched a scheme on skills development
based higher education as part of college/university education, leading to Bachelor of Vocation
(B.Voc.) Degree with multiple exits such as Diploma/Advanced Diploma under the NSQF
(National skill Qualifications framework).
This would enable the graduates completing B.Voc. to make a meaningful participation in
accelerating India’s economy by gaining appropriate employment, becoming entrepreneurs and
creating appropriate knowledge.
Those who passed Vocational Higher Secondary course will get an additional weightage.
LATERAL ENTRY:
PROGRAMME STRUCTURE
General Education
Skill Components
3 Industrial Training/Concurrent
1 1 12 12
Field Practicum Course/Project
Total 39 39 180 180
CURRICULUM
The curriculum in each of the years of the programme would be a suitable mix of general
education and skill development components with 40:60.
DURATION
The Programme is for a period of three years. Each academic year shall comprise two Semesters
viz. Odd and Even semesters. Odd Semester shall be from June / July to October / November and
Even Semester shall be from November / December to April / May. There shall be not less than 90
working days which shall comprise 450 teaching clock hours for each Semester (Exclusive of the
days for the conduct of University End-Semester Examinations).
SPAN OF PERIOD
a) Time = N+2 years for the completion of programme. Where ‘N’ stands for the normal or
minimum duration prescribed for completion of the programme.
b) In exceptional circumstance a further extension of one more year may be granted.
The exceptional circumstances be spelt out clearly by the relevant statutory body concerned of
the University.
c) During the extended period the student shall be considered as a private candidate and also not
be eligible for ranking.
All Programmes (named after the Core subjects) mentioned earlier shall be conducted through
Choice Based Credit System (CBCS) and Learning Outcomes Based Curriculum Framework
(LOCF). It is an instructional package developed to suit the needs of students to keep pace with the
developments in higher education and the quality assurance expected of it in the light of
liberalization and globalization in higher education.
COURSES IN PROGRAMMES
The UG Programme consists of a number of Courses. The term “course” is applied to indicate a
logical part of the subject matter of the programme and is invariably equivalent to the subject matter
of a “paper” in the conventional sense. The following are the various categories of Courses
suggested for the UG programmes: Language Courses (LC) (any one of the languages from Tamil,
Hindi, Sanskrit, French, Arabic, Urdu, etc), English Language Courses (ELC), Core Courses (CC),
Core Practical (CP), Allied Courses (AC), Allied Practical (AP), Elective Courses (EC). Skill Based
Elective (SBE) and Non-Major Elective (NME) and Project.
The Language Courses and English Language Courses are Four each in number and the LC and the
ELC are meant to develop the students’ communicative skill at the UG level. Core Courses are the
basic courses which are compulsorily required for each of the Programme of study. These will be
related to the subject of the Programme in which the candidate gets his/her degree. The total
number of Core Courses shall be for Arts -15 papers (only Theory) and for science 10 papers
(Theory) and 5 (Practical’s). Allied Courses cover two disciplines that are generally related to the
main subject of the programme. There shall be Two Allied Courses (Allied I – Two Papers &
Allied II – Two papers) for Arts (only theory) and for Science (i.e. 2 Theory + 2 Practical) for first
IV semesters.
A student shall choose at least two Non-major Elective Courses (NME) from outside his/her
department. Major Based Elective Courses and Skill Based Elective Courses (SBE) are also open to
a student to choose from his/her department. The student can choose any one and write 2 papers
under the same title.
PROJECT
The candidate shall be required to take up a Project Work by group or individual and submit it at
the end of the final year. The Head of the Department shall assign the Guide who, in turn, will
suggest the Project Work to the students in the beginning of the final year. A copy of the Project
Report will be submitted to the University through the Head of the Department on or before the date
fixed by the University.
The Project will be evaluated by an internal and an external examiner nominated by the University.
The candidate concerned will have to defend his/her Project through a Viva-voce.
SEMESTERS
An academic year is divided into two Semesters. In each Semester, Courses are offered in 15
teaching weeks with 30 hours per week and the remaining weeks are to be utilized for conduct of
examinations and evaluation purposes.
CREDITS
The term “Credit” refers to the weightage given to a Course, usually in relation to the instructional
hours assigned to it. For instance, a six-hour Course per week is assigned four to six credits,
four/five-hour course per week is assigned three to five credits and two hour Course per week is
given two credits. However, in no instance the credits of a Course can be greater than the hours
allotted to it.
The total minimum credits, required for completing a B.Voc., Programme is 180. The details of
credits for individual components and individual Courses are given in Below Table.
As per the UGC guidelines, there are multiple exit points for a candidate admitted in this
course. If he/she is completing all the six semester successfully, he/she will get B. Voc. Degree in
Immersive Technology. If he/she is completing the first four semesters successfully, he/she will get
an Advanced Diploma in Immersive Technology. If he/she is completing the first two semesters
successfully, he/she will get a Diploma in Immersive Technology.
Fig. 1: Assessment of Skill Component under NSQF in Vocational Courses
COURSE
EXAMINATIONS
A.
i. There shall be examinations at the end of each semester, for odd semesters in the month of
October/November; for even semesters in April/May.
ii. A candidate who does not pass the examination in any course(s) may be permitted to appear
in such failed course(s) in the subsequent examinations to be held in October/November or
April/May. However, candidates who have arrears in Practicals shall be permitted to appear
for their arrears in Practical examination only along with Regular Practical examination in
the respective semester.
iii. A candidate should get registered for the first semester examination. If registration is not
possible owing to shortage of attendance beyond condonation limit/regulation prescribed or
belated joining or on medical grounds, the candidates are permitted to move to the next
semester. Such candidates shall re-do the missed semester after completion of the course.
iv. Viva-voce: Each candidate shall be required to appear for Viva-voce Examination in
defence of the Project only.
v. For the Project Report, the maximum marks will be 80 percent and for the Viva-voce is 20
percent.
vi. The results of all the examinations will be published through the College where the student
underwent the Course as well as through University Website. In the case of private
candidates, the results will be published through the Centres in which they appeared for the
examinations as well as through University Website.
B. Candidates studying Sanskrit under LCs and Programme in Sanskrit (CCs, ACs and ECs)
are permitted to write the Examinations in Sanskrit or English or Tamil. While answering in
Sanskrit “Devanagari Script” alone be used.
CONDONATION
Students must have 75% of attendance in each semester to appear for the examination. Students
who have attendance between 65% and 74% shall apply for condonation in the prescribed form
with the prescribed fee. Students who have attendance between 50% and 64% shall apply for
condonation in prescribed form with the prescribed fee along with the Medical Certificate.
Students who have attendance below 50% are not eligible to appear for the examination. They shall
re-do the semester(s) after completion of the Programme.
(Answer any three out of 5 questions and one question from each unit)
EVALUATION
The performance of a student in each Course is evaluated in terms of percentage of marks with a
provision for conversion to grade points. Evaluation for each Course shall be done by a continuous
internal assessment (CIA) by the Course teacher concerned as well as by an end semester
examination and will be consolidated at the end of the semester. The components for continuous
internal assessment are:
Theory Practical
Performance
Group
Total 40 Marks
Attendance need not be taken as a component for continuous assessment, although the students
should secure a minimum of 75% attendance in each semester. In addition to continuous evaluation
component, the end semester examination, which will be a writtentype examination of at least 3
hours duration, would also form an integral component of the evaluation. The ratio of marks
allotted to continuous internal assessment and to end semester examination is 25:75. The evaluation
of laboratory component, wherever applicable, will also be based on continuous internal assessment
and on an end-semester practical examination with 40:60 ratio.
PASSING MINIMUM
Passing Minimum
Continuous Internal Assessment (CIA) University Examination (UE)
40% out of 75 marks (i.e. 30
Theory 40% out of 25 marks (i.e. 10 marks)
marks)
40% out of 60 marks (i.e. 24
Practical 40% out of 40 marks (i.e. 16 marks)
marks)
Vivo-Voce 20 Marks
Dissertation 80 Marks
Project 40% out of 20 Marks (i.e. 8
40% out of 80 marks(i.e. 32 marks)
Marks)
Failed candidates in the Internal Assessment are permitted to appear for their Internal Assessment
in the subsequent semesters (2 chances will be given) by writing Tests and Assignments.
A candidate who gets less than 40% in the Project must resubmit the Project Report. Such
candidates need to defend the resubmitted Project at the Viva-voce within a month. A maximum of
2 chances will be given to the candidate.
A candidate shall be eligible for the conferment of the Degree of Bachelor of Arts/
Science/Commerce/Management/Literature only if he/she has earned the minimum required credits
for the programme prescribed thereof (i.e. 180 credits).
GRADING SYSTEM
1. Grading
The total marks will be calculated by adding both CIA and end-semester examinations for
each of the courses. The total marks thus obtained will then be graded as per details provided in
Table 1.
From the second semester onwards the total performance within a semester and the
continuous performance starting from the first semester are indicated by Semester Grade Point
Average (GPA) and Cumulative Grade Point Average (CGPA), respectively. These two are
calculated by the following formulae:
where ‘Ci’ is the Credit earned for the Course i; ‘Gi’ is the Grade Point obtained by the student for
the Course i. ‘M’ is the Marks obtained for the course i and ‘n’ is the number of Courses passed in
that semester.
CGPA = Average GPA of all the Courses starting from the first semester to the current semester.
Note: The GPA and the CGPA shall be calculated separately for the following three
Parts:
Part I: LCs; Part II: ELCs; and Part III: CCs, ACs, and ECs.
(i) For each of the three parts, there shall be separate classification on the basis of the
CGPA as indicated in Table - 2.
(ii) (ii) For the purpose of declaring a candidate to have qualified for the Degree of Bachelor
of Arts/Science/Commerce/Management/Literature as Outstanding/ Excellent/ Very
Good/ Good/ Above Average/ Average, the marks and the corresponding CGPA earned
by the candidate in Part III alone will be the criterion, provided he / she has secured the
prescribed passing minimum in the LCs and the ELCs.
(iii) (iii)Grade in Part IV and Part V shall be shown separately and it shall not be taken into
account for classification.
(iv) (iv)Absence from an examination shall not be taken as an attempt.
Credit based weighted Mark System is adopted for individual semesters and cumulative semesters
in the column ‘Marks Secured’ (for 100).
Total Number of Credits to Be Earned For Award of the Degree = 180 (As per UGC B.Voc
Guidelines)
B.Voc. Immersive Technology– Structure of the Syllabus
(w.e.f the academic year 2021-22)
Semester - I
Business
21 IMT 102 Course II 3 0 0 3 25 75 100
Communication
Multimedia
21 IMT 103 Course III 3 0 0 3 25 75 100
Elements
Digital Illustration
21 IMT 105 Course V 0 0 6 6 40 60 100
Lab
Internship / Industrial
21 IMT 107 Course VII 0 0 6 6 40 60 100
Training
Total 30 30 - - 700
Semester – II
Course Environmental
21 IMT 201 3 0 0 3 25 75 100
VIII Studies
Introduction to UX
21 IMT 204 Course XI 3 0 0 3 25 75 100
& UI
2D Animation
21 IMT 205 Course XII 0 0 6 6 40 60 100
Design
Course
21 IMT 206 UI & UX Lab 0 0 6 6 40 60 100
XIII
Course Internship /
21 IMT 207 0 0 6 6 40 60 100
XIV Industrial Training
Total 30 30 - - 700
Semester – III
Course Programming
21 IMT 301 3 0 0 3 25 75 100
XV Fundamentals
Course
21 IMT 302 3D Modelling and 3 0 0 3 25 75 100
XVI Texturing
Course 3D Rigging and
21 IMT 303 3 0 0 3 25 75 100
XVII Animation
Course
21 IMT 304 Game Engine 3 0 0 3 25 75 100
XVIII
Course
21 IMT 306 Level Design Lab 0 0 6 6 40 60 100
XX
Real Time
Course
21 IMT 307 Animation 0 0 6 6 40 60 100
XXI
Technique’s Lab
Total 30 30 - - 700
Semester – IV
Course
21 IMT 401 Digital Marketing 3 0 0 3 25 75 100
XXII
Course Introduction to
21 IMT 402 3 0 0 3 25 75 100
XXIII Programming– C#
Course
21 IMT 403 Game Design 3 0 0 3 25 75 100
XXIV
Course
21 IMT 404 Introduction to XR 3 0 0 3 25 75 100
XXV development
Advanced 3D
Course
21 IMT 405 Modelling 0 0 6 6 40 60 100
XXVI
Technique Lab
Course
21 IMT 406 Game Design Lab 0 0 6 6 40 60 100
XXVII
Course Internship /
21 IMT 407 0 0 6 6 40 60 100
XXVIII Industrial Training
Total 30 30 - - 700
Semester – V
Course Softs Skill
21 IMT 501 3 0 0 3 25 75 100
XXIX Development
Course
21 IMT 502 Sound Design 3 0 0 3 25 75 100
XXX
Course XR Development
21 IMT 504 3 0 0 3 25 75 100
XXXII Techniques
Course AR Application
21 IMT 505 0 0 6 6 40 60 100
XXXIII Development Lab
Course VR Application
21 IMT 506 0 0 6 6 40 60 100
XXXIV Development Lab
Course
21 IMT 507 Optimization Lab 0 0 6 6 40 60 100
XXXV
Total 30 30 - - 700
Semester – VI
Course
21 IMT 601 1 0 0 1 25 75 100
XXXVI Gender Studies
Course Entrepreneurship
21 IMT 602 3 0 0 3 25 75 100
XXXVII Development
Course
21 IMT 603 Project Management 4 0 0 4 25 75 100
XXXVIII
Course
21 IMT 604 Visual Scripting 4 0 0 4 25 75 100
XXXIX
Course
21 IMT 606 Final Project 0 0 12 12 40 60 100
XXXXI
Total 30 30 - - 700
B.Voc. Immersive Technology– Structure of the Syllabus
(w.e.f the academic year 2021-22)
Semester – V
ELECTIVE COURSES
Marks
Category
Core Course
Subject
Total
ESE
CIA
III Sound Design 3 0 0 3 25 75 100
Semester – VI
ELECTIVE COURSES
Marks
Category
Total
ESE
CIA
III Project Management 3 0 0 3 25 75 100
SEMESTER – I
Common paper
VALUE EDUCATION
Semester I L T P C
21 IMT 101 2 0 0 2
Objective:
To impart the knowledge of values and systems and to make the students ethically work and
practice in the facets of their work contributing to the nation building process.
Learning Outcomes:
Values are socially accepted norms to evaluate objects, persons, and situations that form that form
part parcel of sociality.
It contributes in forming true human being, who are able to face life and make it
meaningful. As such, values reflect a person’s sense of right and wrong or what “ought” to
be.
There are representative values like, “Equal rights for all”, “Excellence deserves
admiration”. “People should be treated with respect and dignity”. Values tend to influence
attitudes and behavior and help to solve common human problems.
Unit I Philosophy of Life and Social Values
Human Life on Earth (Kural 629) Purpose of Life (Kural 46) Meaning and Philosophy of Life
(Kural 131, 226) Family (Kural 45), Peace in Family (Kural 1025) Society (Kural 446), The Law of
Life (Kural 952), Brotherhood (Kural 807) Five responsibilities / duties of Man (a) to himself (b) to
his family (c) to his environment (d) to his society, (e) to the Universe in his lives (Kural 43, 981).
Unit II Human Rights and Organisations
Definitions, Nature of Human Rights. Universal Declaration of Human Rights, International
covenent on Civil and Political Rights - International covenent of Economic, Social and Cultural
Rights. Amnesty International Red Cross.
Unit III Human Rights : Contemporary Challenges
Child labour - Womens Right - Bonded labour - Problems of refugees - Capital punishment.
National and State Human Rights Commissions
Unit IV Yoga and Health
Definition, Meaning, Scope of Yoga - Aims and objectives of Yoga - Yoga Education with modern
context - Different traditions and schools of Yoga - Yoga practices: Asanas, Pranayama and
Meditation.
Unit V Role of State Public Service Commission
Constitutional provisions and formation - Powers and Functions - Methods of recruitment - Rules
and notification, syllabi for different exams - written and oral - placement.
References:
1. Thirukkural with English Translation of Rev. Dr. G.U. Pope, Uma Publication, 156, Serfoji
Nagar, Medical College Road, Thanjavur 613 004 Leah Levin, Human Rights, NBT, 1998
2. V.R. Krishna Iyer, Dialetics and Dynamics of Human Rights in India, Tagore Law Lectures.
3. Yogic Thearpy - Swami Kuvalayananda and Dr.S.L.Vinekar, Government of India, Minisry
of Health, New Delhi
BUSINESS COMMUNICATION
Semester – I LTPC
21 IMT 102 300 3
Objective:
To enable participants to communicate clearly and with impact, by improving their verbal and non-
verbal communication style, as well as enhancing interpersonal skills.
Learning Outcomes:
The student will be able to acquire
Unit II: Writing skills: Letter Writing- Letter Writing, Sales Letter, Claim And Adjustment Letter
And Social Correspondence. Inter-Office Correspondence Memorandum, Inter-Office Memo,
Notices, Agenda, Minutes. External Correspondence Inviting Quotation, Sending Quotation,
Placing Orders, Inviting Tenders. Job Application Job Application Letter, Preparing Resumes,
Report Writing, Types Of Reports, Basic Formats Of Reports And Importance Of Including Visuals
Such As Including Tables And Charts Non-verbal communication-Body language-Barriers-
Principles of effective communication
Unit III: Reading Skills: Reading Tactics and strategies; Reading purposes–kinds of purposes and
associated comprehension; Reading for direct meanings; Reading for understanding concepts,
details, coherence, logical progression and meanings of phrases/ expressions. Activities: a) Active
reading of passages on general topics b) Comprehension questions in multiple choice format c)
Short comprehension questions based on content and development of ideas
Unit IV : Speaking- Fluency and pace of delivery – Art of small talk – Participating in
conversations – Making a short formal speech – Describing people, place, events and things –
Group discussion skills, interview skills and telephone skills.
Unit V: Listening: Active listening – Barriers to listening – Listening and note taking Activity:
Listening to announcements – Listening to news on the radio and television. Sample activities: 1-
Information gap activities (e.g. listen to a song and fill in the blanks in the lyrics given on a sheet)
2- Listen to BBC news/ a play (without visuals) and ask the students to report what they heard. 23
MULTIMEDIA ELEMENTS
Semester I L T P C
21 IMT 103 3 0 0 3
Course Objectives:
This course enables the students:
Reference Books:
1. Robert Curedale, “Design Thinking Process & Methods” 5th Edition, 2019
2. Paul McNeil, “The Visual History of Type: A visual survey of 320 typefaces”,2017
3. Karl Aspelund, “The Design Process” 3rd Edition, 2014
4. Poppy Evans, Mark A. Thomas, “Exploring the Elements of Design”, 3 rd Edition,
Cengage Learning, 2012.
Reference:
Famous Pablo Picasso Quote “ Art is a Life that makes us realize the truth”
Davinci “Art is the queen of all sciences communicating knowledge to all generations of
the world”
Aristotle “The art of renaissance”
DIGITAL ILLUSTRATION LAB
Semester I L T P C
21 IMT 105 0 0 6 6
This course enables the students:
Develop specialized drawing skills that can be applied in the fields of illustration and
graphic design
Create a visual-verbal connection between the content and the image using traditional
and/or digital media
1. Create posters using principles like Positive & Negative space, Emphasis, Repetition
and contrast
2. Design Icons for the given concepts
3. Color the given Images with Mono chromatic colors scheme
4. Color the given Image with triadic colors scheme
5. Color the given Image with minimalistic colors scheme
6. Shade the given image as per instructions
7. Paint textures as per given instruction
8. Design posters with Dots and lines for the given themes
9. Create patterns for gift wrapping paper
10. Create Expressive poster using text for the given concepts
SEMESTER – II
ENVIRONMENTAL STUDIES
Semester II LT P C
21 IMT 201 3 0 0 3
Objective:
This subject mainly aims to equip the student about the Environmental issues and prepares
the students for careers as leaders in understanding and addressing complex environmental
issues from a problem-oriented, interdisciplinary perspective.
Learning Outcomes:
On completion of the course, students should be able to:
To understand the core concepts and methods from ecological and physical sciences and
their application in environmental problem-solving.
To appreciate key concepts from economic, political, and social analysis as they pertain to
the design and evaluation of environmental policies and institutions.
To appreciate the ethical, cross-cultural, and historical context of environmental issues and
the links between human and natural systems.
Unit: 1
The Multidisciplinary nature of environmental studies Definition, scope and importance. Need for
public awareness
Unit: 2
Natural Resources: Renewable and non-renewable resources: Natural resources and associated
problems.
a) Forest resources: use and over-exploitation, deforestation, case studies. Timber extraction,
mining, dams and their effects on forests and tribal people.
b) Water resources: Use and over-utilization of surface and ground water, floods, drought, conflicts
over water, dams benefits and problems.
c) Mineral resources: Use and exploitation, environmental effects of extracting and using mineral
resources, case studies.
d) Food resources: World food problems, changes caused by agriculture and overgrazing, effects of
modern agriculture, fertilizer-pesticide problems, water logging, salinity, case studies.
e) Energy resources: Growing energy needs, renewable and non renewable energy sources, use of
alternate energy sources. Case studies.
f) Land resources: Land as a resources, land degradation, man induced Landslides, soil erosion and
desertification.
Role of an individual in conservation of natural resources.
Equitable use of resources for sustainable lifestyles.
Unit: 3 Ecosystems
Concept of an ecosystem.
Structure and function of an ecosystem.
Producers, consumers and decomposers
Energy flow in the ecosystem
Ecological succession.
Food chains, food webs and ecological pyramids
Introduction, types, characteristic features, structure and function of the following
ecosystem:-
a. Forest ecosystem
b. Grassland ecosystem
c. Desert ecosystem
d. Aquatic ecosystems, (ponds, streams, lakes, rivers, oceans, estuaries)
Unit: 4 Biodiversity and its conservation
Introduction – Definition : Genetic, species and ecosystem diversity
Biogeographical classification of India
Value of biodiversity : consumptive use, productive use, social, ethical, aesthetic and option
values
Biodiversity at global, National and local levels
India as a mega-diversity nation
Hot-spots of biodiversity
Threats to biodiversity : habitat loss, poaching of wildlife, man-wildlife conflicts.
Endangered and endemic species of India
Conservation of biodiversity: In-situ and Ex-situ conservation of biodiversity.
Unit: 5 Environmental Pollution
Definition Causes, effects and control measures of :
a. Air Pollution b. Water Pollution c. Soil Pollution d. Marine Pollution e. Noise pollution f.
Thermal Pollution g. Nuclear hazards
Solid waste Management: Causes, effects and control measures of urban and industrial
wastes.
Role of an individual in prevention of pollution
Pollution case studies
Disaster management: floods, earthquake, cyclone and landslides.
Ill-Effects of Fireworks: Firework and Celebrations, Health Hazards, Types of Fire,
Firework and Safety
Unit: 6 Social Issues and the Environment
From Unsustainable to Sustainable development.
Urban problems related to energy.
Water conservation, rain water harvesting, watershed management.
Resettlement and rehabilitation of people; its problems and concerns. Case studies
Environmental ethics: Issues and possible solutions.
Climate change, global warming, acid rain, ozone layer depletion, nuclear accidents and
holocaust. Case studies.
Wasteland reclamation.
Consumerism and waste products.
Environment Protection Act.
Air (Prevention and Control of Pollution) Act.
Water (Prevention and Control of Pollution) Act.
Wildlife Protection Act.
Forest Conservation Act.
Issues involved in enforcement of environmental legislation
Public awareness.
Unit: 7 Human Populations and the Environment
Population growth, variation among nations.
Population explosion – Family Welfare Programmes
Environment and human health
Human Rights - Value Education
HIV/ AIDS - Women and Child Welfare
Role of Information Technology in Environment and human health
Case studies.
Unit: 8 Field Work
Visit to a local area to document environmental assets-river / forest/ grassland/ hill / mountain
References:
COMPUTER GRAPHICS
Semester II L T P C
21 IMT 202 3 0 0 3
COURSE OUTCOMES:
UNIT – I
GRAPHICS HARDWARE: Basic of Computer Graphics, display technology, Raster Scan &
Random scan display systems, Input devices.
UNIT – II
BASIC RASTER GRAPHICS FOR DRAWING 2_D PRIMITIVES: Scan converting lines,
circles, ellipse; filling rectangles, polygons, generating characters; antialiasing. Matrix
representation and Homogeneous coordinates, two dimensional transformations, 2D line clipping,
polygon clipping algorithms, window to viewport transformation.
UNIT – III
VIEWING IN 3D: Three dimensional transformation, projections: Parallel, prospective,
viewpoints.
UNIT – IV
INTRODUCTION TO MULTIMEDIA: Multimedia components; multimedia hardware, SCSI,
IDE, MCI, Multimedia data and file formats, RTF, TIFF, MIDI, JPEG, DIB, MPEG, Multimedia
tools, presentations tools, Authoring tools, presentations. Graphics animation : Tweeking, Morphing
simulating accelerator, motion specification.
UNIT – V
Audio and video compression: Text compression, Image compression, Various methods of audio
compressions and video compressions
REFERENCES:
1. Foley, Van Dam, Fundamentals of Interactive Computer Graphics, Addison Wesly
2. Hearn and Baker Computer Graphics, Prentice Hall of India
PREPRODUCTION FOR XR
Semester II L T P C
21 IMT 203 3 0 0 3
Course Objective:
To discuss storytelling techniques for XR development
To identify the importance of XR flow design
To understand the scripting requirements for XR development
To explain the importance of a storyboard
To capture XR design specifications for development.
Unit 1:
Conceptualization, Introduction, Ideas, Creativity, Research and Analysis on existing XR,
Brainstorming – Best practices Alternate methods- Editing and Refining, XR concept – Mission
statement – Setting- mechanics- Story synopsis- Concept Art – Audio elements- Guideline for the
XR concept, Turning ideas into a XR focus on the formal elements, 180-degree thinking, XR
structure, elements of XRplay , Goals, Structure of the XR concept document, Creating a rough
sketch, Prototyping, XR Flow Design –state machine.
Unit 2:
Story telling Techniques, XR stories – Structure of XR Stories - XR Play - Research - Period -
Historic / Scientific facts, The elements of effective storytelling, XR Characters – development –
archetypes-conflict –plot patterns- back-story, Dialogue, exposition, premise, psychological, Props,
Food etc.
Unit 3:
Scripts, Anatomy of a Script, Script Elements and Scene Heading, Action, XR Characters.
Dialogue – Interactive Narrative - Extension - Transition - Shots - Page Breaking, Hooks and cliff-
hangers, Finer Points, Dual Dialogue, Dialogue Engines, Adlibs - Abbreviations and Montages - A
Series of Shots and Short Lines, Continuity, Cut Scenes, Scripted Events, Level Analysis, XR
structure. Progress structure, Structuring the Story, Titles or Opening Credits, and Superimpose or
Title -Title Page -Production Drafts, Nonlinear XR Narrative, Top Continued and Bottom
Continued - Locking Script Pages and Locking Scenes -Header, Do's and Don'ts - Other Script
Formats, Reading Scripts from Popular XR, Multiplayer online XR, Sample XR script. Steps to
video XR script
Unit 4:
Storyboarding, What is Storyboard, Usage, Importance of Story Board, Functions,
Terminology, difference between storyboard and Graphic Comic, Difference between Storyboard
and Presentation Board. Advantages of Storyboard in Animation, Anatomy of a Storyboard,
Essentials, [Illustration, Anatomy, rendering your drawings, Techniques and styles, Inking –
Graphic styles, Text – as image, Page Elements and Composition, Projecting figures in Deep space,
Framing and Composition, Perspective and Camera],
Lighting and Depth, Poses and Staging, Dos and Don’ts, Thumbnail Storyboard, Preparing
Storyboards using Digital software. Advanced Storyboard Techniques, Various Camera Shots and
Camera Moves and their meaning, Transitions, Aspects ratio and Frame Rates of the story board.
Unit 5:
XR Development Document, Introduction, Art Bible, XR Foundations, Story Overview,
Pitch Document, Pipeline Overview, System Limitation, Concept document. XR design Document,
Technical Document.
Reference Book :
1. Gameplay and design Paperback – by Mr Kevin Oxland (Author)- Addison Wesley (20
May 2004)
2. Beginning Illustration and Storyboarding for Games (Premier Press Game Development)
- by Les Pardew (Author) - Cengage Learning PTR; 1 edition (October 8, 2004)
3. Fundamentals of Game Design, -by Adams (Author) - Pearson Education India; 3
edition (2015)
INTRODUCTION TO UX & UI
Semester II L T P C
21 IMT 204 3 0 0 3
Course Outcomes:
Apply principles behind HCI (Human Computer Interaction)
List User Experience Design (UXD) techniques
Capture User requirements
Create navigation structure, layout in UI Design
Build an application design
Unit I :
Introduction to HCI:
Human-Computer Interaction Foundations, Models & Theories, Programming interactive systems,
Text Books:
1. Lean UX: Designing Great Products with Agile Teams - by Jeff Gothelf (Author),
Josh Seiden (Author); Shroff/O'Reilly; Second edition (1 November 2016)- ISBN-
10: 9352134567,ISBN-13: 978-9352134564.
2. Fundamentals of User-Centered Design: A Practical Approach Paperback – 20 Dec
2016 - by Brian Still (Author), CRC Press; 1 edition (20 December 2016) - ISBN-
10: 1498764363,ISBN-13: 978-1498764360.
3. The Essential Guide to user Interface Design: An Introduction to GUI Design
Principles and Techniques, - by Wilbert O.Galitz (Author) - Wiley; Second edition
(2002) - ISBN-10: 8126502800,ISBN-13: 978-8126502806.
4. Human-computer Interaction- by Alan Dix and Janet Finlay (Author) – Pearson
Education (2004) - ISBN-10: 9788131717035.
5. User-Centered Design: A Developer's Guide to Building User-Friendly Applications - by
Travis Lowdermilk (Author) - O'Reilly Media; 1 edition (29 March 2013) - ASIN:
B00C3NX1BW.
6. UI/UX Design Basic and Fundamentals - by Nathan Clark (Author) - Amazon Asia-Pacific
Holdings Private Limited - ASIN: B07L6295PG.
2D ANIMATION DESIGN
Semester II L T P C
21 IMT 205 0 0 6 6
This course enables the students:
Reference Books:
1. Williams, Richard, “The Animator's Survival Kit: A Manual of Methods, Principles
and Formulas for Classical, Computer, Games, Stop Motion and Internet
Animators”, 4th Edition, Macmillan, 2009
2. Jean Ann Wright, “Animation Writing and Development: From Script Development
to Pitch (Focal Press Visual Effects and Animation)” 1st Edition, Taylor & Francis,
2013.
3. Preston J. Blair, “Animation 1: Learn to Animate Cartoons Step by Step”, 2003
Russell Chun, “Adobe Animate CC Classroom in a Book (2018 release), 1st Edition, Adobe Press,
2018
UI & UX LAB
Semester II L T P C
21 IMT 206 0 0 6 6
This course enables the students:
To recognize the fundamental user interface design
principles and methodologies such as layout, controls
and navigation
To learn the tools and techniques of Photoshop and
Illustrator in order to create user interface animations
To develop a responsive mockup website and
mobile with advanced features
Introduction to Photoshop - Raster graphics - Performance
Optimization - Color Calibration Workspace overview - Photoshop
controls - Interface - Layers and Panels - Navigation Pan - Rotate
View tool - Navigator panel - Zoom in or out - Fit an image to the
screen- Photoshop Tools - Usability features - Masks in UI Design
- Lights and Shadows - Emphasis and Blending
Reference Books:
1. Diana MacDonald, “Practical UI Patterns for Design
Systems: Fast- Track Interaction Design for a Seamless User
Experience”, Apress, 2019.
2. Jenifer Tidwell, “Designing Interfaces: Patterns for Effective
Interaction Design” Second Edition, O'Reilly Media, Inc.,
2010.
3. R. Moore “UI design with Adobe Illustrator”, Berkely,
California: Adobe Press, 2013.
4. Lesa Snider, “Photoshop CS6: The Missing Manual”,
2nd Edition, O'Reilly Media Publisher, 2012
SEMESTER - III
PROGRAMMING FUNDAMENTALS
Semester III L T P C
21 IMT 301 3 0 0 3
Course Outcomes:
Explain workflow techniques in C
List data types, operators and expression, statements in C programming.
Describe arrays and functions
Explain purpose of pointers and structure.
Explain graphics and time in C programming
Text Books:
UNIT IV
TEXTURING THE MODEL USING UV MAPPING:
Texturing and Shading, Intro to Hyper shade,UV mapping overview, Mapping UVs,
Modeling and Texturing effects,UVs menu reference, UVs windows and editors reference,
UVs tool reference, Nodes and Materials, General Utilities, Image Based mapping, Editing
UVs, UV sets, UV unwrapping overview, UV by Photoshop and Corel – Coloring
TEXT BOOKS:
1. Kelly L. Murdock , “Kelly L. Murdock's Autodesk 3ds Max 2015 Complete Reference
Guide”- Perfect Paperback ,2014.
2. Kelly L. Murdock, “Autodesk Maya Basics Guide 2015”, 2014. REFERENCE BOOK: 1.
William Vaughan, “Digital Modeling”-,First Edition.2004
Unit - 2 Principles of Animation: Squash and Stretch, Anticipation, Staging, Straight Ahead and
Pose to Pose, Follow Through and Overlapping Action, Slow In And Slow Out, Arc, Secondary
Action, Timing, Exaggeration, Solid Drawing, Appeal. Posing In Animation.
Unit - 4 Line of Action. Application of I, C and S curve in animation. Static and Dynamic
poses. Blocking in animation. Application of key pose.
Reference Books:
1. Dariush Derakhshani, Introducing Maya 2017, Sybex, 2016.
2. Richard Williams, Animation Survival Kit, Revised edition, 2009.
GAME ENGINE
Semester III L T P C
21 IMT 304 3 0 0 3
Overview of Platform:
Introduction to unity2d, Downloading and installing,
Project Wizard - Component, Game object, creating a scene, setting up a new project –
Project Structure –
Folder Organisation – File Naming Conventions, Unity Interface,
Android SDK, player settings, Import, File formats, Sounds, performance, Stats panel,
Transform, Camera, Mesh and Geometry, Mono Develop, the profiler.
Game Resources Overview:
Creating Raster & Vector design, Vector Illustration,
Modular Design, File formats,
importing – Assets – Packages - Game Objects - Components, working in 2D – behaviours
– Workspace,
Building Sprites – Sprite Packaging - Main Character - Sprites,
Environment –Design-Sprites, Enemy –Design- Sprites,
Props –Design- Sprites, Sprite editor, Using External Files, sprite render,
Props Design - Sprites, Conclusion.
Game World:
Level design 101, Level editor, scene, Manipulating Objects,
Layered sorting,First Level, prefabs, Coding,
Player – controller – camera – physics - colliders, Animation – rules – creating animation –
States – State machine,
Camera Setup, Game hierarchy,
Asset Management.
Visualization for 2D games:
Physics - 2D vs 3D - 2D Settings ,
Rigid Bodies, Colliders,
Gameplay – trigger – checkpoints – collectibles – Player Stats,
Scoring Setup,
Challenging Gameplay – Enemy – controller – game object – collision – animation,
Damage,
Expanding on plat forming, scrolling Backgrounds,
Prototyping,
Pathfinding.
Game Finalizing Techniques:
UI Design, GUI, HUD,
Particle System, Audio System,
Organisation and Optimization,
Touch controls,
Building and deploying, UGUI.
SEMESTER – IV
DIGITAL MARKETING
Semester IV L T P C
21 IMT 401 3 0 0 3
This course enables the students:
Analyze the role that digital marketing plays in the digital landscape and marketing mix.
Understand the differences between, and the convergence of, paid, earned, and owned media.
Identify and incorporate individual social and mobile platforms into a digital marketing strategy.
Unit – I
Introduction to digital marketing - History of digital marketing – Ineffective forms of digital
marketing - Digital marketing strategy template - An overview of customer value journey - Move
prospects through the customer value journey - Content marketing - Common problems that content
marketing can solve - Components of content marketing - Return of investment (roi) of a successful
content marketing program - Planning, implementing, and optimizing your content marketing
program - Methods of content marketing
Unit – II
Digital advertising - Digital advertising vs traditional advertising - Digital advertising metrics -
Digital advertising bidding models - Digital advertising cost - Creating a digital advertising strategy
- Future of digital advertising - Social media & History of social media marketing - Importance of
social media marketing - Smo (social media optimization) strategy for business - Do keyword
research - Optimize your content - Brand awareness - Social engagement - Viral marketing
Unit – III
Email marketing - The importance of email marketing - Growing the email list - Search marketing -
Search engine optimization (seo) - Paid search marketing (ppc)
Unit – IV
Web analytics - Web analytic tools - Review web metrics - Importance of web analytics -
Conversion rate optimization (cro) - Conversion rate optimization - Calculations of conversion rate
- Benefits of conversion rate optimization (cro)
Unit – V
Introduction to app marketing and app store optimization - Key metrics for app store optimization
(aso) - Mechanics of aso - Keyword optimization - Introduction 56 to keyword optimization &
finding root keywords and long tail keywords - Choosing a keyword - Best performing keywords
with search & chance scores - ASO for app store - Increasing the visibility in the apple app store -
Increasing conversions in the apple app store - Getting featured in the apple app store - ASO for
google playstore - Increase the visibility in oogle play store - Getting featured in the google play
store - Apple search ads - Apple search ads basic vs advanced
Course Outcomes:
On completion of this course, learners will be able to:
On the successful completion of the course, students will
INTRODUCTION TO PROGRAMMING – C#
Semester IV L T P C
21 IMT 402 3 0 0 3
This course enables the students:
Unit I: Basics of C#: Basic datatypes, declaring variables and constants Type Conversion,
Boxing and Unboxing, Structure String, Manipulation, String Builder, Decision making
statements, Switch Case.
Unit II: Object Oriented Programming in C#:Creating Class, declaring variable and methods,
Access Modifiers, Constructors, Abstract Class, Partial, Class, Inheritance, method,
overloading, method overriding, Anonymous method, Properties, Indexers, Exception
Handling
Unit III: Control statements, if, if-else, switch-case, looping statements, while, do-while, for,
nested loops, break, continue, array definition, array declaration, for each loop, multi-
dimensional arrays, Classes and objects, class declaration, object creation, constructors and
destructors
Unit IV: Introduction, Windows, Windows Controls, Graphics class, Color, Pen, Brush, Point,
lines, shapes, images
Unit V: Delegates, Multicasting Delegates, Events, Using events in delegates, Dictionary, List,
Threads, Object Pooling, Singleton Class.
Reference Books:
GAME DESIGN
Semester IV L T P C
21 IMT 403 3 0 0 3
Course Objective:
Identify the resources for game design , learn techniques for setting up a game , understand the
game mechanism, understand game optimization techniques
Unit-1:
Create a sprite animation for 2D games, Import and integrate sprites in unity.
Unit-2:
Create 10 different sprites animation for the given game, Create different types of character
including sprite animation as per the game concept.
Unit-3:
Create environment & props with animation as per the levels requirement (min 5 Levels),
Setting up game scenes in unity 2D platform
Unit-4:
Hard body collisions of 2d objects in unity, Create Layer sorting (foreground, midground,
background, default) for the given game
Unit-5:
Integrate components (physics / GUI / UI /Sound etc) in game engine, Player Settings and
Publishing for game platforms (PC / Android)
Reference Book:
INTRODUCTION TO XR DEVELOPMENT
Semester IV L T P C
21 IMT 404 3 0 0 3
Course objectives:
To make students know the basic concept and framework of virtual reality.
To teach students the principles and multidisciplinary features of virtual reality.
To teach students the technology for multimodal user interaction and perception in VR,
in
particular the visual, audial and haptic interface and behavior.
To teach students the technology for managing large scale VR environment in real time.
To provide students with an introduction to the VR system framework and development
tools.
Unit I: Introduction of Virtual Reality: Fundamental Concept and Components of Virtual
Reality. Primary Features and Present Development on Virtual Reality: Multiple Modals of
Input and Output Interface in Virtual Reality: Input -Tracker, Sensor, Digital Glove, Movement
Capture, Video-based Input, 3D Menus & 3DScanner etc. Output - Visual /
Unit II: Auditory / Haptic Devices: Visual Computation in Virtual Reality: Fundamentals of
Computer Graphics. Software and Hardware Technology on Stereoscopic Display. Advanced
Techniques in CG: Management of Large Scale
Unit III: Environments & Real Time Rendering: Environment Modeling in Virtual Reality -
Geometric Modeling, Behavior Simulation, Physically Based Simulation. Interactive
Techniques in Virtual Reality: Body Track, Hand Gesture, 3D Manus, Object Grasp
Unit IV: Introduction of Augmented Reality (AR): System Structure of Augmented Reality.
Key Technology in AR. Development Tools and Frameworks in Virtual Reality: Frameworks of
Software Development Tools in VR. X3D Standard; Vega, MultiGen, Virtools etc.
Unit V: Application of VR in Digital Entertainment (4 hours): VR Technology in Film & TV
Production. VR Technology in Physical Exercises and Games. Demonstration of Digital
Entertainment by VR
Reference Books:
1. Mobeen Tahir, Mark Ghattas, Dawit Birhanu, Syed Natif Nawaz, “Cisco IOS XR
Fundamentals”, 2009
2. Wiley, “Emerging Extended Reality Technologies for Industry 4.0”, 2020
3. Carmine Elvezio, “XR Development with the Relay and Responder Pattern”, 2021
SEMESTER - V
Common Papers
Objective:
The course mainly focuses on the Soft Skills (a vital portion of an individual’s personality) is an
intangible idea in which the qualities like attitude, ability, integrity, reliability, positivity, flexibility,
dependability, punctuality, management, cooperation, habits and practices are
combined proficiently to capitalize on a person’s work efficacy.
Course outcomes:
On completion of the course, students should be able to:
Activities: a) Formatting personal and business letters. b) Organising the details in a sequential
order c) Converting a biographical note into a sequenced resume or vice-versa d) Ordering and sub-
dividing the contents while making notes. e) Writing notices for circulation/ boards. Compulsory
activity: Each student should create a blog and/or profile in LinkedIn.
SOUND DESIGN
Semester V L T P C
21 IMT 502 3 0 0 3
Course Objective: Students should:
1. Understand the basic elements that make up and shuffle the sounds.
2. Learn the basic and essential techniques to work with sound files.
3. Understand how to set up a sound file and Sound track pipeline.
4. Gain hands-on experience in field sound recording, Foley, ADR, sounds effect gathering,
scoring, digital audio editing and mixing.
Unit-I : Introduction to Sound forge pro – -Workspace, Main Window, Docking and Floating
Window, Data Window,Toolbars, Metadata Windows, ACID properties Window, Extracting Audio
from CD, Working with Projects, Editing Audio, Navigating, Selecting, And Zooming, Changing
File Property and Format, Editing Multichannel Audio, Using Markers, Regions, Commands,
Recording. Editing, Repairing, Synthesizing Audio. Use of Event Tool. Pre-processing Audio.
Working With Effects. Use of Acoustic Mirror And Wave, working with video.
Unit-IV : Applying effects - Effects controls, Applying effects in the Multitrack Editor, Effects
reference, Multitrack Editor overview, Basic multitrack controls, Arranging and editing multitrack
clips, Clip volume matching, fading, and mixing, Video and surround sound, Importing video and
working with video clips, surround sound, Saving and exporting files.
Semester V L T P C
21 IMT 503 3 0 0 3
Objectives:
Video content gives you a fantastic way to structure, plan, and nurture leads' progression in your
marketing funnel. However, not every video's the same! Different styles have specific traits that
make them more (or less) effective at accomplishing different marketing goals.
Unit I: Basics of editing, Pal Video for windows, Pal quick time multimedia QuickTime,
Using Project Window, Video Settings, Audio Settings, Compressor, Depth, Frame Size,
Frame Rate, importing still images, Using the monitor window, Viewing safe zones, use of
editing and full knowledge about video editing. Audio fundamentals (Audio quality, formats
and devices), Audio fundamentals
Unit II: quality, formats and devices), Creating transitions, Transition Settings, Image Mask
Transition, applying transitions, viewing transitions.
Unit III: Film and Digital photography (technology, techniques, composition & lighting etc.),
Making movie, finalizing sound and effects, rendering.
Unit IV: Production Techniques - The Media Industry: Structure and Strategies, Audio-Video
program production (Concept to Mastering), Compositing and Audio-Video Editing.
Unit V : Ownership of Media, Media as Business & Media Economics, Income resources,
Government Policies for Media Ownership.
Reference Books:
1. Michael K. Hughes, “Digital Filmmaking for Beginners A Practical Guide to Video
Production”, 2012
2. Leonard Shyles, “The Art of Video Production”, 2007
3. James C Foust, Edward J Fink, Lynne S Gross, “Video Production Disciplines and
Techniques”, 2017
4. Donald L. Diefenbach, Anne E. Slatton, “Video Production Techniques”, 2019
XR DEVELOPMENT TECHNIQUES
Semester V L T P C
21 IMT 504 3 0 0 3
Course objectives:
To make students know the basic concept and framework of virtual reality.
To teach students the principles and multidisciplinary features of virtual reality.
To teach students the technology for multimodal user interaction and perception in VR,
in
particular the visual, audial and haptic interface and behavior.
To teach students the technology for managing large scale VR environment in real time.
To provide students with an introduction to the VR system framework and development
tools.
Unit I: Introduction of Virtual Reality: Fundamental Concept and Components of Virtual
Reality. Primary Features and Present Development on Virtual Reality: Multiple Modals of
Input and Output Interface in Virtual Reality: Input -Tracker, Sensor, Digital Glove, Movement
Capture, Video-based Input, 3D Menus & 3DScanner etc. Output - Visual /
Unit II: Auditory / Haptic Devices: Visual Computation in Virtual Reality: Fundamentals of
Computer Graphics. Software and Hardware Technology on Stereoscopic Display. Advanced
Techniques in CG: Management of Large Scale
Unit III: Environments & Real Time Rendering: Environment Modeling in Virtual Reality -
Geometric Modeling, Behavior Simulation, Physically Based Simulation. Interactive
Techniques in Virtual Reality: Body Track, Hand Gesture, 3D Manus, Object Grasp
Unit IV: Introduction of Augmented Reality (AR): System Structure of Augmented Reality.
Key Technology in AR. Development Tools and Frameworks in Virtual Reality: Frameworks of
Software Development Tools in VR. X3D Standard; Vega, MultiGen, Virtools etc.
Unit V: Application of VR in Digital Entertainment (4 hours): VR Technology in Film & TV
Production. VR Technology in Physical Exercises and Games. Demonstration of Digital
Entertainment by VR
Reference Books:
4. Mobeen Tahir, Mark Ghattas, Dawit Birhanu, Syed Natif Nawaz, “Cisco IOS XR
Fundamentals”, 2009
5. Wiley, “Emerging Extended Reality Technologies for Industry 4.0”, 2020
6. Carmine Elvezio, “XR Development with the Relay and Responder Pattern”, 2021
AR APPLICATION DEVELOPMENT
Semester V L T P C
21 IMT 505 0 0 6 6
Lab Exercises:
1. Setup Vuforia API in game engine
2. AR Marker creation
3. Recognize Image using Vuforia
4. Create the Unity project and place the 3D model on Surface using Vuforia
5. Setup AR Foundation
6. Create a face filter using AR Foundation
7. Create the web-based AR application using AR.js Studio
8. Create a spark AR Filter
9. Publish the spark AR filter
10. Create a simple Augment Reality App build for android.
Lab Exercises:
1. Developing architecture of a house using Virtual Reality.
2. Perform CRO based experiment using Virtual Reality.
3. Undertaking qualitative analysis in Chemistry using Virtual Reality.
4. Carry out assembly/disassembly of an engine using Virtual Reality.
5. Explore human anatomy using Virtual Reality.
6. Simulation of circulation of blood in heart.
7. Simulation of Fight or Vehicle or Space Station.
8. Building Electronic circuit using Virtual Reality,given basic electronic components.
9. Developing concept of Virtual class room with multiplayer.
OPTIMIZATION LAB
Semester V L T P C
21 IMT 507 0 0 6 6
Course Objectives:
Lab Exercises:
1. Memory optimization,
2. performance optimization
3. Art optimization,
4. audio assets optimization,
5. Network optimization
6. Programming optimization with Unity: Scene and Game Object optimization,
7. Creating and using re-usable textures and optimization
8. Converting high poly model to low poly model,
Asset Bundle Optimization, Texture Compressions in unity.
SEMESTER - VI
GENDER STUDIES
Semester VI L T P C
21 IMT 601 1 0 0 1
Objectives
To make boys and girls aware of each others strengths and Weakness.
To develop sensitivity towards both genders in order to lead an ethically enriched life.
To promote attitudinal change towards a gender balanced ambience and women
empowerment.
Semester VI L T P C
21 IMT 602 3 0 0 3
OBJECTIVES
The goal of this subject is to provide a space and platform for discovery, both self discovery
and opportunity discovery. Students will discover their strengths in terms of an
entrepreneurial skill founding team and learn basics such as opportunity discovery,
prototyping, competition analysis, and early customer insights and participate in on-line and
campus activities and events such as idea competitions, business plan challenges, etc.
LEARNING OUTCOMES
Unit-II: The Entrepreneur Why to become entrepreneur, the skills/ traits required to be an
entrepreneur, Creative and Design Thinking, the entrepreneurial decision process, skill gap analysis,
and role models, mentors and support system, entrepreneurial success stories.
Unit-III: E-Cell Meaning and concept of E-cells, advantages to join E-cell, significance of E-cell,
various activities conducted by E-cell
Unit-IV: Communication Importance of communication, barriers and gateways to communication,
listening to people, the power of talk, personal selling, risk taking & resilience, negotiation.
REFERENCES:
PROJECT MANAGEMENT
Semester VI L T P C
21 IMT 603 4 0 0 4
Course Outcomes:
Production pipeline – Study of various mediums of production such as Film, T.V, Games, etc.
Text Books:
The Game Production Handbook, 3rd Edition - by Heather Maxwell Chandler (Author) -
Jones & Bartlett Learning; 3 edition (March 20, 2013) - ISBN-10: 1449688098, ISBN-13: 978-
1449688097.
Game Development Essentials: Game Project Management - by John Hight (Author), Jeannie
Novak (Author) - Cengage Learning; 1 edition (March 27, 2007) - ISBN-10: 1418015415,
ISBN-13: 978-1418015411.
The Game Producer's Handbook Paperback – Dan Irish (Author) - ISBN-10: 1449688098,
ISBN-13: 978-1449688097.
SWOT Analysis. Idea, Methodology And A Practical Approach - by Nadine Pahl (Author),
Anne Richter (Author) - GRIN Verlag; 1 edition (March 27, 2009) - ASIN: B01M0XIF87
VISUAL SCRIPTING
Semester VI L T P C
21 IMT 604 4 0 0 4
To explain importance of game engine
To elucidate scripting techniques using C++
To assess physics parameters required for game development
To construct particle systems and camera techniques
Lab Exercises:
1. working with VR and 360 video
2. Understanding Color balance and its tools
3. Using Color Manipulation Tools
4. Working with Light effects
5. Working with synthetic lens Effects
6. Working with Object Tracking
7. Stitching or slicing video
8. Understanding 360 Projections
9. Deployment of 360 video
10. Working with special Audio
Reference Book:
1. Michael Wohl, The 360° Video Handbook: A step-by-step guide to creating video for
virtual reality (VR) 1st Edition, 2017
2. Tony Parisi, Learning Virtual Reality 1st Edition , 2015
3. Stephan Schütze, Anna Irwin-Schütze New Realities in Audio A Practical
4. Guide for VR, AR, MR and 360 Video, 2018
FINAL PROJECT
Semester VI L T P C
21 IMT 606 0 0 12 12
Objective
To understand the concept the projects, applying the various concepts learned in the previous
chapters and preparing a report based on the project undergone.
The main focus of the Project should be on the chosen area of Specialization – Immersive
Technology.
To understand the importance of entrepreneurship as a tool for development, the basic principles of
entrepreneurship, the concept and basic principles of innovation.
Describe and distinguish the typologies of entrepreneurship, the financial sources for startups, the
modes of business networking and design business plans.-
Learning Objectives
Project evaluation
For Project work, the assessment will be done on a continuous basis as follows: