8_Sem_Syllabus_AI&DS
8_Sem_Syllabus_AI&DS
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Program / Semester: B.Tech (VIII Sem) Branch: Branch: Artificial Intelligence and Data
Sciences
Subject: Advance Data Science Course Code: C109811(022)
Total / Minimum-Pass Marks (End Semester Exam): 100 / 35 L: 3 T: 1 P: 0 Credits: 4
Class Tests & Assignments to be conducted: 2 each Duration (End Semester Exam): 03 Hours
Course Objectives:
x Develop advanced expertise in machine learning and deep learning, including the ability to apply ensemble
methods, neural networks, and AI-driven techniques to solve complex data problems.
x Gain proficiency in automating data science workflows using AutoML tools, pipeline automation frameworks,
and feature engineering for scalable solutions.
x Master time series analysis techniques, leveraging both classical statistical models and modern machine
learning methods for accurate forecasting.
x Understand and implement ethical AI practices, focusing on fairness, accountability, transparency, and
addressing bias in machine learning models.
x Explore cutting-edge topics like Explainable AI, Federated Learning, and Quantum Machine Learning, and
assess their potential impact on future data science applications.
x Supervised Learning:
o Advanced regression techniques: Ridge, Lasso, ElasticNet
o Ensemble methods: Bagging, Boosting (XGBoost, AdaBoost), Random Forest
o Support Vector Machines (SVM), Kernel methods
o Advanced classification techniques: k-Nearest Neighbors, Naive Bayes, Decision Trees
o Practical implementation using Scikit-learn, TensorFlow, or PyTorch
x Unsupervised Learning:
o Clustering techniques: K-means, DBSCAN, Hierarchical clustering
o Dimensionality reduction: PCA, t-SNE, LDA
o Gaussian Mixture Models, Hidden Markov Models
o Anomaly detection techniques
o Implementation and evaluation of unsupervised models
x Reinforcement Learning:
o Markov Decision Processes (MDP)
o Q-learning, Deep Q-Networks (DQN)
o Policy gradients, Actor-Critic methods
o Applications in game AI, robotics, and recommendation systems
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UNIT-III: AI-ML Driven Data Science and Automation:
1. Explainable AI (XAI): Techniques like LIME, SHAP, and interpretability in machine learning models.
2. Federated Learning: Privacy-preserving machine learning and decentralized data processing.
3. Quantum Machine Learning: Introduction to quantum algorithms and their potential in data science.
4. AI Ethics and Fairness: Addressing bias, fairness, and ethical considerations in AI systems.
5. Emerging Trends: Sustainable AI, AI for social good, and edge AI deployment for IoT applications.
Course Outcomes:
After completing the course, students will be able to:
x Apply advanced machine learning techniques, including ensemble methods and reinforcement learning, to
complex datasets for real-world problem-solving.
x Design, implement, and optimize deep learning models using neural network architectures like CNNs, RNNs,
and GANs for various applications.
x Automate and scale data science workflows using AI-driven techniques, AutoML frameworks, and ethical AI
practices to deliver robust solutions.
x Analyze and forecast time series data using classical models like ARIMA, advanced models like GARCH, and
deep learning-based approaches.
x Explore and apply cutting-edge topics like Explainable AI, Federated Learning, and Quantum Machine
Learning to innovate and advance data science applications.
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Chhattisgarh Swami Vivekananda Technical University, Bhilai (C.G.)
Program / Semester: B.Tech (VIII Sem) Branch: Artificial Intelligence and Data
Sciences
Subject: Introduction to Game Theory (Professional Elective–IV) Course Code: C109831(022)
Total / Minimum-Pass Marks (End Semester Exam): 100 / 35 L: 2 T: 1 P: 0 Credits: 3
Class Tests & Assignments to be conducted: 2 each Duration (End Semester Exam): 03 Hours
x
Course Objectives:
x The objective of this course is to understand the various architecture of game Theory and Game engine
design, their support system and human interface.
UNIT-I: Introduction: Modeling the real world, Evolutionary Game Theory, Linear and Non Linear Dynamical
Systems, 2- Player & 2-Stratey (2 x 2) Games, Dynamics Analysis of the 2 x 2 Game, Multi-player Games, Structure
of a Typical Game Team, What Is a Game?, What Is a Game Engine?, Engine Differences Across Genres, Game
Engine Survey, Runtime Engine Architecture, Tools and the Asset Pipeline, Tools of the Trade: Version Control,
Microsoft Visual Studio, Profiling Tools, Contents.
UNIT-II: Fundamentals of Software Engineering for Games, C++ Review and Best Practices, Data, Code, and
Memory in C/C++, Catching and Handling Errors, 3D Math for Games , Solving 3D Problems in 2D, Points and
Vectors , Matrices, Quaternions, Comparison of Rotational Representations.
UNIT-III: Low-Level Engine Systems, Engine Support Systems, Subsystem Start-Up and Shut-Down, Memory
Management, Containers, Strings, Engine Configuration, Resources and the File System, File System, The Resource
Manager, The Game Loop and Real-Time Simulation, The Rendering Loop, The Game Loop, Game Loop
Architectural Styles.
UNIT-IV: Human Interface Devices, Types of Human Interface Devices, Interfacing with a HID, Types of Inputs,
Types of Outputs, Game Engine HID Systems, Tools for Debugging and Development, Logging and Tracing, Debug
Drawing Facilities, In-Game Menus & Console, Debug Cameras and Pausing the Game, Cheats, Screenshots and
Movie Capture, In-Game Profiling.
UNIT-V: The Rendering Engine, Animation system: types, poses skeleton, clips, post processing, Action state
machine, Rigid body dynamics, Mathematics of Sound and Audio engine architectures, Data driven game engine.
Reference Books:
1. Jun Tanimoto, Fundamentals of evolutionary game theory and its applications Fundamentals of evolutionary
game theory and its applications, Vol-6, Springer.
2. Jason Gregory, The Game Engine Architecture, 3rd edition CRC press, Tylor & Francis group.
3. David H. Eberly, 3D Game Engine Architecture Engineering Real-Time Applications with Wild Magic,
Magic Software, Inc.
Course Outcomes [After undergoing the course, students will be able to:]
x To Structure of Game Theory and Game engine and various tools.
x Understand fundamentals of software engineering form games and 3D maths for game.
x To understand Engine system and game loop and real time simulation.
x To study Human interface device, Cameras and pausing of games.
x To provide a knowledge rendering engine, Action state machine, rigid body dynamics, Mathematics of Sound
and audio engine architecture.
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Chhattisgarh Swami Vivekananda Technical University, Bhilai (C.G.)
Program / Semester: B.Tech (VIII Sem) Branch: Artificial Intelligence and Data
Sciences
Subject: Multimedia and Computer Vision Course Code: C109832(022)
(Professional Elective–IV)
Total / Minimum-Pass Marks (End Semester Exam): 100 / 35 L: 2 T: 1 P: 0 Credits: 3
Class Tests & Assignments to be conducted: 2 each Duration (End Semester Exam): 03 Hours
Course Objective:
x To understand the fundamental issues and problems in the representation, manipulation, and delivery
of multimedia content particularly in a networked environment.
x To understand the concepts of multimedia components.
x To understand the basic concepts of Computer vision.
UNIT-I: Introduction
Concept of Multimedia, media & data stream, Main properties of multimedia system, Data stream characteristics of
continuous evolution. media, multimedia Applications, Hardware and software requirements, Multimedia Products &
its evolution.
Text Books:
1. Multimedia System Design, Andleigh and Thakarar, PHI, 2003.
2. Multimedia Technology & Application, David Hillman, Galgotia Publications.
3. Computer Vision: A modern approach, Forsyth & Ponce, 2nd Ed., Pearson 2011.
Reference Books:
1. Multimedia Computing Communication and Application, Steinmetz, Pearson Edn.
2. Fundamentals of Computer Graphics and Multimedia, D.P. Mukherjee, PHI.
Course Outcomes : After completion of this course the students will be able to:
x To know the fundamental video, audio, image, text processing techniques.
x Acquire the basic skill of designing video compression, audio compression, image compression, text
compression.
x To know the basic techniques in designing video transmission systems: error control and rate control.
x To identify basic concepts, terminology, theories, models and methods in the field of computer vision.
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Chhattisgarh Swami Vivekananda Technical University, Bhilai (C.G.)
Program / Semester: B.Tech (VIII Sem) Branch: Artificial Intelligence and Data
Sciences
Subject: Digital Image Processing (Professional Elective–IV) Course Code: C109833(022)
Total / Minimum-Pass Marks (End Semester Exam): 100 / 35 L: 2 T: 1 P: 0 Credits: 3
Class Tests & Assignments to be conducted: 2 each Duration (End Semester Exam): 03 Hours
Course Objectives:
x To understand the basics of the human visual system as they relate to image processing including spatial
frequency resolution and brightness adaptation.
x To teach the students about various image enhancement techniques and transformation of images.
x To have an illustrative idea about various edge detection techniques and the need of thresholding and types of
thresholding techniques.
x To have a brief idea about approaches to restoration and image compressions.
UNIT–I: Introduction to Image Processing: Applications and Fields of Image Processing, Fundamental steps in
Digital Image Processing, Elements of Visual Perception, Image Sensing and Acquisition, Basic Concepts in
Sampling and Quantization, Representing Digital Images.
UNIT–II: Image Enhancement in the Spatial Domain: Some basic gray level Transformations, Histogram
Processing, Histogram Modification, Image Subtraction, Spatial Filtering, Sharpening Spatial Filters, Use of First and
Second Derivatives for Enhancement, Image Enhancement in the Frequency Domain, Gaussian Filters, Homomorphic
Filtering, Pseudo colouring: Intensity Slicing, Gray level to Color Transformation.
UNIT–III: Image Segmentation: Some Basic Relationships between Pixels, Point, Line and Edge Detection,
Gradient Operators, Canny Edge Detection, Pyramid Edge Detection, Edge Linking and Boundary Detection, Hough
Transform, Chain Codes, Boundary Segments, Skeletons, Boundary Descriptors, Fourier Descriptors.
UNIT–IV: Thresholding: The Role of Illumination, Global Thresholding, Adaptive Thresholding, Use of Boundary
Characteristics for Histogram Improvement and Local Thresholding, Region based Segmentation, Region Growing,
Region Splitting and Merging.
UNIT–V: Image Restoration: Degradation Model, Restoration in Spatial Domain, Geometric Transformation,
Spatial Transformation, Approach to Restoration, Inverse & Wiener Filtering, Image Compression: Basics of Image
Compression. Text Books: 1. Digital Image Processing by Gonzalez &Woods, Pearson Education. 2. Introduction to
Digital Image Processing by Alasdair Mc Andrew, Cengagelearning. 3. Fundamental of Digital Image Processing by
A K Jain, PHI.
Text Book:
1. Digital Image Processing by Madhuri A. Joshi, PHI
Reference Books:
1. Image Processing, Analysis and Machine Vision by Milan Sonka, Thomson Learning.
2. Digital Image Processing by Pratt W.K, John Wiley & Sons.
Course Outcomes:
x Students will understand how images are represented; understand image types such as binary images, gray-
scale images, color and multi-spectral images.
x Emphasis will be to develop engineering skills and intuitive understanding of the tools used in Image
Processing.
x Students will be able to do various operations on images like Image enhancement, transformation, sharpening
etc.
x Students can analyze various edge detection techniques and their algorithms.
x Students will be able to use various thresholding techniques and segmentations. 6. Students will be able to
visualize approaches used in image restoration.
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Chhattisgarh Swami Vivekananda Technical University, Bhilai (C.G.)
Program / Semester: B.Tech (VIII Sem) Branch: Artificial Intelligence and Data
Sciences
Subject: Augmented and Virtual Reality Course Code: C109834(022)
(Professional Elective–IV)
Total / Minimum-Pass Marks (End Semester Exam): 100 / 35 L: 2 T: 1 P: 0 Credits: 3
Class Tests & Assignments to be conducted: 2 each Duration (End Semester Exam): 03 Hours
Course Objectives:
x The objective of this course is to provide a foundation to the fast growing field of AR and make the students
aware of the various AR devices.
UNIT-I: Introduction to Augmented Reality: Defining augmented reality, history of augmented reality, The
Relationship Between Augmented Reality and Other Technologies-Media, Technologies, Other Ideas Related to the
Spectrum Between Real and Virtual Worlds, applications of augmented reality. Concepts Related to Augmented
Reality, Ingredients of an Augmented Reality Experience.
UNIT-II: Augmented Reality Hardware: Augmented Reality Hardware – Displays – Audio Displays, Haptic
Displays, Visual Displays, Other sensory displays, Visual Perception, Requirements and Characteristics, Spatial
Display Model. Processors – Role of Processors, Processor System Architecture, Processor Specifications. Tracking&
Sensors - Tracking, Calibration, and Registration, Characteristics of Tracking Technology, Stationary Tracking
Systems, Mobile Sensors, Optical Tracking, Sensor Fusion.
UNIT-III: Computer Vision for Augmented Reality & A.R. Software: Computer Vision for Augmented Reality-
Marker Tracking, Multiple-Camera Infrared Tracking, Natural Feature Tracking by Detection, Simultaneous
Localization and Mapping, Outdoor Tracking Augmented Reality Software - Introduction, Major Software
Components Application for Augmented Reality Systems, Software used to Create Content for the Augmented Reality
UNIT-IV: AR Techniques- Marker based & Markerless tracking: Marker-based approach- Introduction to
marker-based tracking, types of markers, marker camera pose and identification, visual tracking, mathematical
representation of matrix multiplication Marker types- Template markers, 2D barcode markers, imperceptible markers.
Marker-less approach- Localization based augmentation, real world examples Tracking methods- Visual tracking,
feature based tracking, hybrid tracking, and initialisation and recovery.
UNIT-V: AR Devices & Components: AR Components – Scene Generator, Tracking system, monitoring system,
display, Game scene AR Devices – Optical See- Through HMD, Virtual retinal systems, Monitor bases systems,
Projection displays, Video see-through systems. Introduction to mixed reality, Applications of mixed reality, Input and
Output in Mixed reality, Computer Vision and Mixed Reality, simultaneous localization and mapping (SLAM).
Text Books:
1. Allan Fowler-AR Game Development, 1st Edition, A press Publications, 2018, ISBN 978-1484236178
2. Augmented Reality: Principles & Practice by Schmalstieg / Hollerer, Pearson Education India; First
1. edition (12 October 2016),ISBN-10: 9332578494
Reference Books:
1. Designing for Mixed Reality, Kharis O'Connell Published by O'Reilly Media, Inc., 2016, I
2. Sanni Siltanen- Theory and applications of marker-based augmented reality. Julkaisija – Utgivare Publisher.
2012.
Course Outcomes [After undergoing the course, students will be able to:]
x Describe how AR systems work and list the applications of AR.
x Understand and analyse the hardware requirement of AR.
x Use computer vision concepts for AR and describe AR techniques.
x Analyse and understand the working of various state of the art AR devices.
x Acquire knowledge of mixed reality.
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Chhattisgarh Swami Vivekananda Technical University, Bhilai (C.G.)
Program / Semester: B.Tech (VIII Sem) Branch: Artificial Intelligence and Data
Sciences
Subject: Web Development Using Full Stack (Lab) Course Code: C109821(022)
Total / Minimum-Pass Marks (End Semester Exam): 40 / 20 L: 0 T: 0 P: 2 Credits: 1
Lab Objectives:
x Systematic Introduction to Web Designing
x Getting familiar with the front and back end tools
x Creating applications using HTML, CSS, Javascript
x Implementing various applications using JQuery
x Creating Websites
List of Programs:
1. Write a program to create a simple webpage using HTML.
2. Write a program to create a website using HTML CSS and JavaScript.
3. Write a program to build a Chat module using HTML CSS and JavaScript.
4. Write a program to create a simple calculator Application using React JS
5. Write a program to create a voting application using React JS.
6. Write a program to create and Build a Password Strength Check using Jquery.
7. Write a program to create and Build a star rating system using Jquery.
8. Create a Simple Login form using React JS.
9. Create a blog using React JS Using the CMS users must be able to design a web page using the drag and
drop method. Users should be able to add textual or media content into placeholders that are attached to
locations on the web page using drag and drop method.
10. Create a project on Grocery delivery application Assume this project is for a huge online departmental store.
Assume that they have a myriad of grocery items at their godown. All items must be listed on the website,
along with their quantities and prices. Users must be able to sign up and purchase groceries. The system
should present him with delivery slot options, and the user must be able to choose his preferred slot. Users
must then be taken to the payment page where he makes the payment with his favourite method.
11. Connecting our TODO React JS Project with Firebase.
Lab Outcomes:
Students will be able to understand:
x Usage of various front and back end Tools.
x They can understand and create applications on their own.
x Demonstrate and Designing of Websites can be carried out.
x Develop web based application using suitable client side and server side code.
x Implement web based application using effective database access.
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Chhattisgarh Swami Vivekananda Technical University, Bhilai (C.G.)
Program / Semester: B.Tech (VIII Sem) Branch: Artificial Intelligence and Data
Sciences
Subject: Advance AI (Lab) / Linux (Lab) Course Code: C109822(022)
Total / Minimum-Pass Marks (End Semester Exam): 40 / 20 L: 0 T: 0 P: 2 Credits: 1
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