In this semester, students will choose two elective modules or a Capstone Project, along with two other electives offered by the school that are aligned with their interest and passion in addition to the IS Module.
Capstone Project
(8 Credit Units)
In this module, students are required to complete a substantial project that is the culmination of their education in the School of InfoComm Technology. The project can be a real-world problem proposed by a client, or it can be proposed by the student in pursuit of their personal interests.
#ELECTIVE MODULES
(4 Credits per module)
DATA SCIENCE & ANALYTICS
Big Data
This introductory module covers the fundamentals of elements of Big Data: volume, velocity and variety. Students will learn various technologies and tools used to create a big data ecosystem which is able to handle storing, indexing & search. This module also covers the whole technology stack of Big Data: infrastructure, data management and analytics. Tools such as Hadoop, HDFS, and MapReduce will be taught in this module.
Data Visualisation
This module covers the techniques and tools for creating effective visualisations based on principles from graphic design, perceptual psychology and cognitive science. Students will learn how to process large volumes of data to create interactive visualisations for ease of exploration. Topics that are covered include visualising patterns, proportions, relationships, spatial and temporal elements, and multi-dimensional visualisations.
Deep Learning
This module introduces the fundamentals of Deep Learning and its applications and provides students with essential context and background knowledge around Artificial Intelligence and its subset, Deep Learning. Students will learn about relevant models such as Neural Networks and experience the practical applications of these models in areas such as computer vision and natural-language processing. These models will be implemented using leading softwares and associated libraries.
Descriptive Analytics
Descriptive Analytics refers to a discipline used by many companies to analyse their data for improved decision making. Descriptive Analytics describes what happened in the past. It can include various forms of reports, queries and dashboards. This module aims to teach students the descriptive analytics lifecycle. Students will learn to ask the appropriate analytics questions, identify and aggregate data sources and create data models. They will apply techniques to analyse the data captured in these models. They will also create appropriate visualisation components to gain insights from the data. These visualisation components will be synthesised into dashboards that add value and can be readily consumed by business users.
Machine Learning
This module introduces the fundamentals of Machine Learning (ML) and its applications. Students will be provided the essential context and background knowledge of Machine Learning. Students will gain exposure to both supervised and unsupervised learning models such as Linear & Logistic Regression, Decision Tree, K-means Clustering and more. Using leading software and associated libraries, learners will be able to implement and train Machine Learning models to address business challenges.
Quantitative Analysis
This module aims to introduce students to the statistical concepts and methods that are used to analyse and interpret business or financial data. Students will be equipped with the technical know-how to formulate statistical models and make informed decisions by evaluating these models using software tools. Topics covered include frequency distribution, probability distribution, quantitative modelling, correlation analysis and linear regression analysis.
CLOUD COMPUTING
Advanced Databases
This module covers analysis, design, and implementation of polyglot persistence for modern software applications. Latest data storage methods and techniques, both relational and non-relational NoSQL databases, such as Key-Value, Document, Column-Oriented, Graph, Blob, and Queue storages will also be discussed. Students will also be exposed to de-normalisation, transactions, concurrency control, and database recovery techniques. The module also discusses Stored Procedures and how to migrate and deploy an on-premises database to a cloud database. In addition, this module will introduce parallel and distributed database technologies which include the concepts, structures, and the design objectives of distributed databases. Factors relating to data partitioning and placement across regions will also be discussed. In order to facilitate students in understanding the distributed database design, data placement and polyglot persistence, their implementation will be introduced through hands-on practical activities using products such as Microsoft Azure. This module will further explore data security, laws and regulations governing data access, usage, storage and transmission.
Cloud Architecture & Technologies
This module gives insight into the key concepts and technologies of cloud computing which include cloud characteristics, service models (SaaS, PaaS, and IaaS), deployment models (Public cloud, Private cloud, Community cloud, and Hybrid cloud), and the features of cloud computing technologies. It also covers the cloud computing architecture, emerging trends and issues such as clouds for mobile applications, cloud portability and interoperability, scalability, manageability, and service delivery in terms of design and implementation issues.
The module discusses the benefits and challenges of cloud computing, standards of cloud computing service delivery, and Service Level Agreement (SLAs) for cloud services. Hands-on activities are included to expose students to various cloud computing services offered by major cloud computing providers such as Amazon Web Services (AWS), Google App Engine (GAE), and Microsoft Windows Azure.
Developing Cloud Applications
This module covers the analysis of business and technical requirements of a cloud-based system, implementation of a cloud strategy with appropriate programming tools, deployment, and testing and debugging of the cloud application.
Analysis of business requirements to determine how they can be mapped into a cloud environment is discussed in this module. The module extends its discussion to cloud computing design patterns, best practices, cloud migration issues and considerations. Students are exposed to a cloud computing platform such as Windows Azure to get extensive hands-on practice to build, migrate, host and scale web applications and services through the vendor’s data centres.
Server & Cloud Security
This module aims to teach students the concepts and knowledge related to securing web servers and cloud models. It covers topics such as how a web server is installed and optimised securely, the various methods of attacking web servers and the appropriate countermeasures. The specific tools used to test for vulnerabilities in web servers, their applications and databases will also be covered. Cloud security topics will cover introduction to the various delivery models of cloud computing ranging from Software as a Service (Saas) to Infrastructure as a Service (IaaS). Each of these delivery models presents an entirely separate set of security conditions to consider. An overview of security issues within each of these models will be covered with in-depth discussions of risks to consider.
Virtualisation & Data Centre Management
This module introduces the foundations of virtualisation, creating and managing virtual machines for cost efficiency and agility in delivering IT services. Hands-on sessions are included to give students practical experience in virtualisation tools such as Windows Server and VMWare. It will also explore the impact of virtualisation technologies on cloud database development. The module will then proceed to provide an understanding of basic data centre design principles, physical infrastructure, and a framework for managing a data centre using appropriate tools. Tools and methods for usage metering and billing in a cloud environment are also covered in this module.
ENTERPRISE SOLUTIONING & MARKETING
Customer Decision-making & Negotiation Skills
Students will be introduced to soft skills in understanding customer biases and concerns, building rapport, handling objections, identifying informal and formal decision makers, selling functions/features/ benefits, negotiating and closing sales techniques. They will also learn about reference selling and proofs of concept as well as pick up presentation and communication skills. The module offers opportunities to role play and develop value propositions in sales calls within the context of ICT.
Customer Experience Management
With SMAC (Social, Mobility, Analytics and Cloud) technologies resulting in a new competitive environment, the control has shifted from the seller to buyer. This module provides students with the knowledge and understanding of Customer Experience Management (CXM) as a business strategy in this new environment. The buyer’s experience is not limited to a single transaction but includes the sum of all experiences across all touch points and channels between a buyer and a seller over the duration of their relationship.
This strategy aims to achieve a sustainable competitive advantage to help sellers manage the buyer’s experience in a collaborative and personalised manner. Students will have an opportunity to gain hands-on experience with customer management systems used by sellers that collect and create customer data, segment that data into manageable data sets, make sense of the data and make it available for timely delivery. This allows companies to deliver consistent customer experiences that delight customers and/or achieve other organisational goals.
Enterprise Resource Planning
This module aims to train students to improve efficiency of organisations by integrating the different types of transactions from different business processes into one common database. The data can be extracted easily for analysis and decision making. ERP systems have the capability to integrate the data and processes of an organisation with external business partners such as customers, vendors and banks which improved collaborations and workflows. In this module, students will have hands-on exposure to the world market leading ERP software, for example SAP, to learn and demonstrate how basic business processes are represented and integrated in a real-world business setting.
Infocomm Sales & Marketing Strategies
This module will introduce students to the concept of market segmentation and the development of sales and marketing strategies for each segment. They will acquire an understanding of industry and customer segmentation from corporate, small and medium businesses to consumers. They will also delve into the different go-to-market strategies and selling techniques required in the context of ICT (such as consultative selling, major account selling and management, territory selling and management, partner management and consumer marketing.
Technology for Financial Institutions
Students are exposed to systems and technologies employed by financial organisations, including robotic process automation (RPA).
GAMES PROGRAMMING
Artificial Intelligence for Games
This module introduces the various approaches for injecting intelligence into games. Topics covered include AI architecture (e.g. rule-based systems, finite state machines), movement, pathfinding and planning (both strategic and tactical). AI-related game design issues such as realistic non-player character behaviour and game difficulty will also be taught.
Game Interactivity
This module introduces game interactivity and the various game interaction devices to the students. Topics include current and experimental game devices, console usability, player profiling and psychology, measuring playability and testing techniques. Students will be required to research and develop a game prototype demonstrating their understanding of game interactivity.
Game Production
This module provides an overview of the game development process and introduces game design. Key concepts of game design such as storytelling, game mechanics and level design will be covered. Students will have the opportunity to design and prototype a game using an industry standard game creation system.
Gameplay Programming
This module presents fundamental concepts of game implementation and architecture, such as the game loop, game- system component separation, game state manager, input/output handling and frame rate control. Basic concepts in computer graphics, such as collision detection and back buffering, will also be introduced. Consequently, students will have the opportunity to develop a game prototype without the use of a game engine.
Mathematics for Games
This module provides an in-depth examination of the various mathematical concepts that are relevant to games programming. Topics covered may include vector geometry (e.g. vector arithmetic, dot product, cross product), linear transformations (e.g. rotations, reflections), matrices, trigonometry (e.g. trajectory) and physics (e.g. acceleration/deceleration, gravity).
SOLUTIONS ARCHITECT
Data Structures & Algorithms
This module aims to provide students with the knowledge and skills to analyse, design, implement, test and document programmes involving data structures. It teaches basic data structures and algorithms within the conceptual framework of abstract data types. The emphasis is on using the class feature of an Object-oriented language platform to give the concrete implementation of various abstract data types.
DevOps
This module aims to provide students with the knowledge and skills to implement DevOps. The focus is to teach the set of software development practices that automates the processes between software development and IT operations. Building upon their knowledge on agile methodology and software development, students will be taught how to leverage the concepts of continuous integration and continuous delivery (CI/CD) to deliver value faster. The module will provide hands-on practice for students to experience the CI/CD pipeline with the use of popular open-source tools.
E-commerce Application Development
This module aims to provide students with the technical skills as well as an appreciation of the business perspective on electronic commerce (eCommerce). The focus will be on building a Business-to Consumer (B2C) eCommerce website. Students will learn about the building blocks and enabling technologies for building eCommerce applications, the processes of eCommerce transactions and business-related eCommerce issues. The module will also provide hands-on experiences for students to build a simple B2C eCommerce website on their own.
Mobile Applications Development 1
This module focuses on the design and development of applications for mobile devices like hand phones, personal digital assistants (PDAs) and handheld computers. Due to the nature of these handheld devices, issues such as memory storage, user interface and data input methods require more careful consideration. At the end of this module, students will be able to develop applications that can run on mobile devices and interact wirelessly with server-side programmes.
Mobile Applications Development 2
This module builds upon the skills and knowledge that students have acquired from the Mobile Applications Development module. It will focus on the development of advanced applications and emerging mobile operating systems. For example, students can develop applications for industries such as entertainment, games and healthcare. They will learn to develop applications for emerging operating systems such as the iPhone OS and Android.
Software Engineering
This module covers the design artefacts and analysis techniques required to model, document and design complex software systems. Students will learn how to model system states and apply design patterns when developing software. Students will also learn design principles for maintainable and extensible software, as well as appropriate testing and deployment methodologies in relation to the best practices that the industry recommends.
This module leverages the core analysis and design skills acquired in Object Oriented Analysis & Design (OOAD) to introduce complex design artefacts and relevant methodologies, enabling students to appreciate the design, deployment and management of complex software systems.
GENERAL
Digital Forensics
This module gives an insight into the process of forensics investigation. It covers the various types of computer related crimes, techniques of gathering electronic evidence, and the recovery of deleted, damaged or encrypted data. Students will also make use of advanced forensic tools to perform forensic investigation. Besides the tools and techniques of investigation, students will be taught sound forensic investigation methodology and the proper handling of evidence. The module will also cover aspects of law and policies applicable to digital forensics.
Emerging Trends in IT
The revolution in computing and communications has spurred the rapid advancement of IT in modern societies, and there is little to suggest that its proliferation will slow down in the future. In view of this trend, this module is designed to help students keep abreast of the latest IT developments to stay current and relevant in the fast-moving industry. To achieve this objective, the syllabus for this module will be guided by technology research and feedback from industry partners, and both seminar-style and hands-on workshop teaching approaches may be adopted, depending on the nature of the topic covered.
Networking Infrastructure
This module covers basic Local Area Network (LAN) and Wide Area Network (WAN) infrastructures including physical cabling systems used for an enterprise network, and how hardware platforms such as switches, routers and servers are deployed in typical networks. The module also introduces students to major networking protocols such as Ethernet, RIP, PPP, OSPF and HDLC, network operating systems and applications that run on LANs/WANs. Students will learn to configure switches and routers and will be taught the techniques to configure and troubleshoot LANs and WANs.
Technopreneurship
The rapid emergence of new infocomm technologies is empowering new capabilities as well as opportunities for creativity and entrepreneurship. This module focuses on the processes and mechanisms by which new ideas and inventions can be commercialised in the market. Students will examine case studies of real-world examples of technopreneurship. They will also learn about the issues and challenges of transforming a technological innovation into a successful product or service in the marketplace.
Developing User Experience
This module aims to equip students with skills and techniques to fulfil the various stages of the UX design process, leading to optimum user-centric digital products. Exposure to various problem statements will aid students in developing critical, analytical perspectives for framing their approaches in problem-solving.