Category Final Year Project

CDCS2535C

CDCS2535A

Assessments (CSP 600)

Assessments


 Assignment 30% (Lecturer)

  • 10% Assignment 1 (Project Motivation) (Form F2) – Due date (17/1//2024)
  • 10% Assignment 2 (Literature Review) (Form F3) 
  • 10% Assignment 3 (Methodology) (Form F4) 

 Presentation 25% (Lecturer, supervisor & Examiner)

  • Project Formulation Presentation Form (F7) (**progress) – Lecturer (10%)
  • Project Formulation Presentation Form (F7) (**final) – Supervisor (10%) & Examiner (5%)

Written report 45% (Supervisor & Examiner)

  • Project Formulation Evaluation Form (F8) – Supervisor (30%) & Examiner (15%)

List all forms:

Course syllabus & Schema of work (CSP 600)

In this course the student will be exposed to the different types of research project and learn to propose a complete research project. The students will be guided to produce a proposal of an intended project. The guidance will include theoretical research and it can culminate in model program intended for testing out the theoretical findings.

At the end of the course, students should be able to:

  • Explain the gaps obtained from literatures in the area of computing sciences.
  • Propose appropriate solution to computing sciences problem. 
  • Present the propose solution to computing sciences problem.

Course Syllabus

TopicRemarks
WEEK 1 
(7/10 –11/10)

Overview of CSP600
• Project Formulation 
• Introduction to Ethics 



Lecture 1
Class introduction
Introduction to the course

Lab 1: 
Identify supervisor
WEEK 2 
(14/10 – 18/10)


Choose a Project 
• Area of Interest 
• Identify Stakeholder 
• Sample CS projects 

Start Entrance Survey (7 Oct – 3 Nov 2024)

Lecture 2
Choose a topic & supervisor
Choose a Project
Project formulation


Lab 2: 
Discussion of topic and project


WEEK 3
(21/10 – 25/10)


Project Description 
• Research Questions Formulation 
• Problem Statement, Objective(s), Scope and Significance Identification 

End Entrance Survey (7 Oct – 3 Nov 2024)
Submit Mutual Acceptance Form(F1)

Lecture 3
Overview about Chapter 1

Lab 3: 

WEEK 4
(28/10 – 1/11)


Proposal Outline Presentation 
• Individual Presentation 



Lecture 4
APA style Edition

Lab 4: 
Individual presentation of Chapter 1 
WEEK 5
(4/11 – 8/11)


Proposal Outline Presentation
 • Individual Presentation 



Lecture 5
Overview about Chapter 2
Literature review 1
Literature review 2


Lab 5: 
Individual presentation of Chapter 1 (continue)
WEEK 6
(11/11 – 15/11)


Proposal Outline Presentation 
• Individual Presentation 

Submit Project Motivation (F2) and Chapter 1 – Due (17/11/2024)

Lecture 6
Literature review 3

Lab 6: 
Individual presentation of Chapter 1 (continue)
(18/11 – 24/11)Semester Break
WEEK 7
(25/11 – 29/11)


Literature review 
• Format of report submission 
• Referencing tools (Mendeley) 
• Citations and References 
• Plagiarism 
• Ouriginal 






Submit lab assignment 1 – (10%) Due (10/5/2024)

Lecture 7
Plagiarism

Lab 7: 
WEEK 8
(2/12 – 6/12)



Literature review 

• Project framework 
• Similar work/ comparison of techniques 






Start Lab assignment 2 – (10%) (Due 14/6/2024)
 
Lecture 8


Lab 8: 

WEEK 9
(9/12 – 13/12)


 
Methodology 

• Software development methodology 
• Techniques/Algorithm development 






Lecture 9
Overview about Chapter 3



Lab 9: 
WEEK 10
(15/12 – 20/12)







Methodology (cont.) 

• Project Design (System architecture, use-case diagram, ER-diagram, storyboard, process flowchart) 







Lecture 10
Methodology

Lab 10: 





(23/12 – 29/12)Special break
WEEK 11
(30/12 – 3/1)


 




Progress presentation
• Individual Presentation







Start Student Feedback Online (SuFO) (10 Jun – 14 July 2024)
Submit lab assignment 2 – (10%) (Due 21/6/2024)


Lecture 11


Lab 11: 

WEEK 12
(6/1 -10/1)


Progress presentation
• Individual Presentation
Start Exit Survey (24 Jun -7 July 2024)

Lecture 12


Lab 12: 

WEEK 13
(13/1 – 17/1)



Progress presentation
• Individual Presentation



Lecture 13


Lab 13: 

WEEK 14
(20/1 – 24/1)


Final Proposal Presentation
• Proposal Report + Plagiarism Report Report Submission + Ethics Forms 
Start Student Feedback Online (SuFO) (6 Jan – 9 feb 2024)
Start Exit Survey (6 Jan – 9 feb 2024)


Group project presentation
Test 2 (5/7/2024)
Example test 2
(27/1 – 2/2)
Study week
(3/2 – 23/2)

Group project presentation
End Student Feedback Online (SuFO) (6 Jan -9 feb 2024)
End Exit Survey (6 Jan -9 feb 2024)
Final Examination Week
(24/2 – 23/2)Semester Break

SESI MAC 2024- SEPT 2024

Objectives

-Contain 3 objectives

  • 1) To study certain algorithm to solve the problem.
  • 2) To develop app/system using the algorithm.
  • 3) To evaluate the functionality of the app/system

The objectives must tally with the problem statement and mention in details the implementation in the methodology.

Example by Khairul Amin 2023

This project aims to develop an interactive mobile game to hone English spelling skills among preschool students. The objectives of this proposal are: 

  1. To study the approach of interactive learning method by game-based learning. 
  1. To develop an interactive spelling game for mobile. 
  1. To test the functionality and usability of interactive spelling games. 

Example by Anis Azrina 2023

To develop a game application, three objectives must be achieved which are

i. To study the machine learning method to recognize the animal.

ii. To develop a game application that can educate children about animals

by using image recognition.

iii. To evaluate the functionality of the game application.

Example by Hanis Maisarah 2023

The main objective of this project is to develop a real-time bus tracking system via GPS. 

Its measurable objectives are as follows: 

1. To study which type of databases that is suitable for the system. 

2. To develop a mobile application that could help the students to track the current location of two buses. 

3. To test the functionality, usability, and reliability of the proposed system 

Example by Nur Faizzah 2023

The objectives of this project are: 

1 To study a suitable algorithm to find the nearest EV charging station. 

2 To develop the EV Charging Station Locator using Haversine Distance algorithm for distance calculation. 

3 To test the functionality of the EV Charger Station Locator mobile application. 

Example by Muhammad Ayman 2022

The main objectives of this project are: 

i. To study the suitable facial expression recognition algorithm for mobile application. 

ii. To design and develop driving alert system based on facial expression recognition. 

iii. To test the functionality of facial expression recognition on mobile application. 

Title for FYP

  • Working title that clearly reflects the project.
  • Select a title that is appealing.
  • It should capture the attention of the readers and want them to read your work.
  • It must be consistent with what you do in the paper. Some titles are misleading.
  • Articles with short, catchy titles are often better cited.
  • Avoid long titles.
  • Make it look like a project/product/prototype not a research.

Example of titles:

  • Uitm Bus ETA Mobile Application using Predictive Analysis 
  • Ideal Weight Prediction From Wearable Data using Genetic Algorithm 
  • Cgpa Predictor using Data Mining Decision Tree Prediction Technique 
  • Best Flight Path Prediction using Djikstra and Regression 
  • Scammer Detector with Online Advertisement By using Principle Component Analysis (PCA) 
  • Mood Prediction Based on Menstrual Cycle 
  • Analysis on Different Method of Visualization on Most Liveable Capital City 
  • Intelligent Mobile Speech To Speech Translation 
  • Android Voting System with Mpp Election using Facial Recognition Authentication Process 
  • Halal Detection System By using Pattern Recognition 
  • Local Fruit Tree Leaf Disease Detection using Pattern Recognition 
  • Learning Disabilities Recognition System using Neurophysiological Computational Approach 
  • Driver Behaviour Through Speech Emotion Recognition System 
  • Human Fall Activity Recognition using Convulational Neural Network 
  • Sensor Based Drowsiness Detection Application 
  • Malaysian Children and Teenagers Anthropometic Sizing System By using Clustering Technique
  • Speech Features Analysis By using Visualization Techniques 
  • Foodai: Calorie Counter with Malaysian Food Based on Deep Learning Object Detection 
  • Stories Summarization in Al-Quran using Neural Network 
  • Waste Materials Classification using Image Processing and AI 
  • Web-Based Search By Image using CNN 
  • Travel with Pet Mobile Application using Web Scrapping Dom Parsing 
  • Halal Hair Care Product Recommender System using Web Scrapping 
  • Cleaning Services Outsourcing using Web Scrapping 
  • Recommender System with Travel Places in Malaysia 
  • Smartphone Ranking using Sentiment Analysis 
  • Online Book Recommender System By using Collaborative Filtering 
  • Cooking Recipes Rating Based on Sentiment Analysis 
  • Semantic Analysis on Product Review using X Algorithm 
  • Auto Keyword Extraction with Text Summarization in Single Document Malay News Article 
  • Development of Mobile Application with Malay Hadith Search Engine 
  • Retrieval of Sentences From Al-Quran 
  • Japanese-Malay Language Translator 
  • Mobile Application with Malay Traditional Pantun Search By Text Image 
  • Fake News Detection on Social Media using Sentiment Analysis 
  • Detection of Racism in Malaysia using Sentiment Analysis 
  • Sentence Selection Algorithm with Automatic Malay Text Summarization 
  • Online Shoes Recommender System with Potential Buyer using Apriori Algorithm 
  • Mobile Apps with Insuline Control with Gestational Mellitus Diabetes (GDM) Patients 
  • Vaccine Passport Mobile Application 
  • Depressive Mood Analysis System Among Youth on Twitter in Malaysia 
  • A Quick Response(QR) Based System with Student Attendance 
  • Online-Onsite Mobile Apps with Makeshift Food Seller 
  • RIG Membership System using MVC-Based Framework 
  • Context-Aware Self-Manage Attendance System 
  • E-Faraid System 
  • Student Internship Application 
  • QR Code Application with Coupon College 
  • Customized Advertisement using Geofencing 
  • Development of Mobile Application with Hajj and Umrah 
  • Mobile Messaging Application using Aes Algorithm Encryption 
  • Parametric EFWITH Estimation Model with Mobile Apps 
  • Encrypted Messaging Application using 3D-AES Algorithm 
  • Fitness and Bodybuilding Coach with Youngster using Rule-Based Technique 
  • Attendance Monitoring and Reporting Application using Crowdsourcing Technique 
  • Timetable Generator with Level 2 Primary Schnool Students using Constructive Approach 
  • Uitm Sport Facilities Booking App 
  • Employee Worktime Tracking using Geofencing 
  • Location Based Application with Tawaf Assistance using Geofencing 
  • Exploring Trends in Digital Addiction using Data Visualization 
  • Faulty Detection with Underground Tank using Data Visualization 
  • Abnormality Detection on Solar Monitoring System using Data Visualization 
  • Credit Transfer System (Web-Based) 
  • Budget Management System (Web-Based) 
  • Jobs Failure Classification using Cloud Datasets 
  • Resource Utilization Prediction in Cloud Data Centers 
  • Household Income Visualization using Multidimensional Techniques
  • Immersive Experience of E-Commerce Product using Augmented Reality
  • Interactive Game To Learn Addmath with Students
  • Enhancement of Serious Game Elements in Pharmacy Learning Application
  • Data Visualization with Uitm Enterprise Risk Management System
  • 2D Simulation of Controlling Traffic Light Sequence
  • Tarannum Tone Recognition
  • Smart Robot with Covid-19 Patient
  • Real Time Interactive Finder with Uitm Shah Alam
  • Exposing Early Childhood on Good Character Education Via Interactive Storytelling Games
  • Interactive Location Based Gps Game in Shah Alam
  • Firefighter Training Simulation in VR
  • Interactive Learning Content with Data Visualization on MOOC
  • Waste Sorting System using Deep Learning with Recyclable Material (Mobile Apps)
  • Dashborad of Autism Learning Progress with Autism Children
  • Gamification in MOOC
  • Ride-Hailing App on and Off Campus (Mobile Apps)
  • Determine The Ripeness of Fruit using Image Processing
  • Applying Depression Anxiety Stress Scales (Dsass) Tool in Digital Storytelling
  • Attention Retention Approach in MOOC Learning Environment
  • Melanoma Skin Cancer Detection System
  • Social Story Telling with Autism Learning (Mobile App)
  • User Experience Measurement using Uitm Enterprise Risk Management
  • E-Learning Content with Basic Programming using Permissive Approach
  • Augmented Reality To Learn Introduction To Interactive Multimedia (Mobile Apps) 
  • Plant Identification using Image and Machine Learning
  • Speech Therapy with Autism Children
  • Video Content Managemnt with Educational Purposes
  • Intelligent Way Finder with Hospital Uitm
  • Learning Daily Du’as Platwithm with Children
  • Content-Based Document Search 
  • Voice Translator of Basic Spoken Words To Sign Language Symbol 
  • 2D Simulation of Controlling Traffic Light Sequence 
  • Local Skincare Recommender System using Web Scrapping 
  • A Prototype with Detection of Autistic Children Based on Analysis of Handwriting Image 
  • Belum Temenggor Fauna Visualization using Multidimensional Techniques
  • E-Muslim Traveller: Locating Place with Jama’ and Qasar Prayer using Haversine Method
  • Voice Translator of Basic Spoken Words To Sign Language Symbol
  • Prediction of Football Matches Based on Players’ Statistics 
  • Immersive Product Experience using Augmented Reality
  • Factor Scoring and K-Means Algorithm To Predict Student Counselling
  • Learning Rainwithest Plant using AR
  • Social Story Telling with Autism Learning (Mobile App)
  • Interactive Digital Map with Shah Alam
  • Belum Temenggor Flora Content-Based Image Retrieval
  • Interactive Game To Learn Addmath Multi-Label Classification on Music Audio
  • Emotion Recognition using Speech with Children with Learning Disability 
  • Covid-19 : Indoor Premise Control Movement using Qr Code
  • Supermarket Checkout Apps with Budget Tracker and Recommendation System
  • Food Recommender using Collaborative Filtering and Geofence Method
  • Learning Daily Du’as Platwithm with Children
  • Text Recognition System
  • Autism E-Marketplace: Intelligent Chatbot
  • Taranum Training using Freeman Code Contour Matching
  • Data Visualization with Uitm Enterprise Risk Management System
  • Drag and Drop Graphic-Based Function in Creating Storytelling 
  • Himpunan Kisah Nabi Apps 
  • Detection and Classification of Tuberculosis (Tb) Based on Chest X-Ray Images using Deep Learning
  • Mobile Application with Disable-Friendly Smart Parking System
  • Mobile Nutrition Tracker using Total Daily Energy Expenditure Multi Point Tracking System – Childcare Tracking System
  • Mobile Apps – Emergency Guidance Development of Digital Storytelling Based on Guided-Narration using Voice Controlled
  • Automatic Short Answer Marking using Inwithmation Extraction
  • Multilingual Sentiment Analyzer using Corpus-Based Approach
  • Digital Road Sign Detection with JPJ Test By using OpenCV
  • Virtual Reality: Handballxplore 
  • Tourism Game: Walk CuLture
  • Park+Alert: Revolutionizing Parking Violation Assistance At Uitm Shah Alam
  • Interactive Digital Storytelling: A Cat’s Journey
  • Fitfocus, Stay Fit, Stay Healthy
  • Improving Secondary Student Pronunciation Skills Through Gamified Questions and Speech Recognition
  • Image Recognition with Malaysian Kueh
  • Melanoscan: Skin Cancer Detection in Mobile Application
  • Ar Digital Storytelling with Speech Delayed Kids 
  • Borneo Culture Musuem Via Non-Immersive 3d Walkthrough 
  • Interactive Games: Digital Escape Quest
  • Tirani: A Novel Digital Storytelling
  • Learn & Play Sign Language
  • Optimizing Silat Gayong Moves: Posture Detection and Correction
  • Mandarin Speaking Assist with Introvert: A Mobile App
  • Interactive Virtual Reality: Learn Programming
  • Botanical Knowledge: A Gamified Approach To Malaysian Flora Education
  • Song Recognition System: Tunetide
  • Mobile-Based Make Up Beauty Recommender with Malaysian Skin Tone
  • Wild Rescue Heroes: An Interactive Storytelling 
  • E-Waste Smartbin Disposal App
  • Chronic Kidney Disease Prediction Tool
  • Autistic Kids Emotion Recognition
  • Web Design with Academic Advisors and Students
  • Digital Storytelling: Life As A Victim
  • Taste of Malaysia: A Culinary Educational Game
  • Wayz-To-Clazz: Indoor Nagivation Mobile App To Find Ways To Class in KPPIM
  • Borneo Cultural Virtual Museum: A Digital Storytelling
  • Augmented Reality: Educational Virtual Zoo
  • Jawi To Bahasa Melayu : Image Recognition 
  • Malaysian Sign Language Finger Spelling
  • The Dusun Language Quest: Preserving Heritage Through Play
  • Mobile Application Shift Scheduling using Optimization and Visualization 
  • Education App with Learning History of Melaka with Maps
  • Fireguard VR Game in Workplace: Reducing Motion Sickness using Teleportation Method
  • Intelligent Conversation Virtual Pet with Mental Health using Natural Language Processing
  • The Adventure of Kinabalu Game using Flocking and Swarm  Algorithm To Non-Playable Character
  • Multiplayer Application  of Virtual Reality Flood Simulation
  • Automated Voice Recognition Tajwid Checking System
  • NPC Based Language Learning in Immersive Environment
  • Japanese Mastery:  Japanese Characters with Beginners with Handwriting Recognition
  • Augmented Reality Science Learning Cards Mobile App
  • Autiheart: Navigating Emotions Game
  • Interactive Folklore Storytelling App with Voice Recognition 
  • Real-Time Group Tracking Application
  • Virtual Reality of First Aid Training on Soft Tissue Injuries with First Responders
  • Educational Game: Fun Run with Math Year One
  • Tasbeehtally: Your Dhikr Companion using Speech Recognition
  • Interactive Game of Folklore Stories: Legend of Mahsuri
  • AR Visualization of Chemical Reactions on The Periodic Table
  • Virtual Shoe Closet: A Camera-Based Sneakers Shopping App
  • Immersive Game-Based Learning with Programming Language Through Visualization
  • “Whispers of The Past: Our Cultural Narrative” Interactive Storytelling on Sabah Intangible Cultural Heritage
  • Campus Indoor Navigation using Augmented Reality
  • Facial Emotion Detection with Autistic Children using CNN
  • Mango Leaf Disease Recognition using CNN
  • An Educational Game with High School Physics
  • Flameguard: Interactive Game with Fire Emergency Preparedness
  • Exploring Malaysian History Through Immersive Game-Based Learning
  • Diary Atok: Exploring Malay Cuisine Through Interactive Games
  • Barista Bliss: A Platinum Café Game Simulation
  • Gamification: Digital Audio Workstation 
  • Aroma: Local Cuisine Exploration 
  • Optical Mark Recognition with MCQ Grading
  • Dermatology Skin Image Analysis with Uitm Students using CNN
  • AI-Powered Skin Health Care App with Face Scanning with Women
  • Automated Generation of Ingredient Inwithmation From Malay Food Images
  • Katakana Quest Game
  • JPJ Simulation Test Driving Game
  • Rhythm Game: Rhythmic Fusion
  • Twisted Fairy Tales using AI
  • Mobile Application Interactive Storytelling: History of Melaka 
  • Uitm Bus Live Tracking with Visualization using GPS
  • AI Spelling Tutor System with Children
  • Kid’s Perwithmance Tracker using Mobile App
  • Yalla Hajj: Hajj Guidance with Muslim Pilgrims’ Mobile App using Storytelling Approach
     

Other

CSP750:

Output: 3 chapters – (Chapter 1- Chapter 3), Format – UiTM Thesis (download dari website IPSIS)

Bilangan references: Sekurang-kurangnya 30

Kuantiti patah perkataan = Kurang daripada 15,000 patah perkataan.

Pemeriksa: Pengajar dan Penyelia

CSC734:

Output: 6 pages Camera-ready conferences paper

Pemeriksa: Penyelia dan Pemeriksa

CSP760:

Output: 5 chapters – (Chapter 1- Chapter 5), Format – UiTM Thesis (download dari website IPSIS)

Bilangan references: Sekurang-kurangnya 50

Kuantiti patah perkataan = MIN = 15,000 patah perkataan, MAX = 20,000 patah perkataan

Pemeriksa: Penyelia dan Pemeriksa

Watch out this words:

  • Non-quantitativeE.g. low/high, Extremely, Enormous, Rapidly, Dramatic, Massive, Considerably, Exceedingly, Major, Minor.
  • Very,quite,slightly, etc. Quantitative description is always preferred
  • Avoid “of course”, “clearly” and “obviously
  • Avoid unnecessary words. For instance, change:
    • in order to” to “to”; 
    • whether or not” to “whether”; 
    • is equal to” to “equals
  • Normally, do not use I; Avoid starting a paragraph with I; 
  • Do not use the royal “we” on a sole-authored paper 

Data:

  • Explain what type of data used and list data sources
  • State the frequency of the data and the sample period/sample size
  • Discuss any modifications to the raw data 
  • If data involves a comprehensive list, it is a good idea to make a table showing each series, how they are constructed, data sources, etc. Alternatively, can use a data appendix.
  • Provide descriptive statistics