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AUTOMATED BINGO SYSTEM

by

Catipon, Marc Ivan Dave S.


Lopena, Nelson Jr. B.
Paguio, Dianne Louise J.

Submitted in Partial Fulfillment of the Requirements for the Degree of


Bachelor of Science in Computer Engineering

at

FEU Institute of Technology


March 2019

Engr. Maribel A. Misola


Thesis Adviser

© 2019 M.Catipon, N. Lopena, and D. Paguio


All Rights Reserved
The authors grant FEU Institute of Technology permission to reproduce and distribute the
contents of this document in whole or in part.

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APPROVAL AND ACCEPTANCE SHEET

The thesis entitled “Automated Bingo Machine” prepared and submitted by:

Catipon, Marc Ivan Dave S.


Lopena, Nelson Jr. B.
Paguio, Dianne Louise J.

In partial fulfillment of the course requirement for the Degree of Bachelor of Science in
Computer Engineering has been examined and is hereby recommended for approval.

Engr. Ricky C. Sandil Dr. Virgilio B. Dadiz Jr. P. ECE


Panelist 1 Panelist 2

Engr. Nino U. Pilueta


Head Panelist

Accepted as partial fulfillment of the requirements for the Degree of Bachelor of


Science in Computer Engineering.

Engr. Maribel A. Misola Ms. Elie Rose C. Francisco


Thesis Adviser Course Adviser

Ms. Elie Rose C. Francisco


Department Head

Date

iii
ACKNOWLEDGEMENT

First of all, we did not only thoroughly study our work, but also gave every effort,

penny, and dared adversities in making this system. Amidst all the difficulties – meeting

deadlines, having sleepless nights, acquiring illnesses, building stress, and having

quarrels— that we have experienced, and emerged triumphant, we hereby acknowledge

all the help and support from those around us, for without such, none of these will be

possible.

We are foremost grateful to God for giving us the courage and strength to

complete this study.

Our never-ending gratitude goes to our coach and thesis adviser, Ms. Maribel

Misola, for her patience, motivation and eagerness in giving us tips and in guiding us,

especially through the documentation, as well as the do’s and don’ts in making this study.

In addition to our thesis adviser, we would also like to thank our class adviser,

Ms. Elie Rose Francisco, for her vast knowledge and for the consistent motivation

enabling us to comply and complete our thesis on time.

We would also like to express our greatest gratitude to our parents for their

unconditional support and patience throughout the making of this study. Specifically, we

thank the Lopena family for offering their home as our location for thesis making; the

Paguio family for sponsoring the prototype casing and other materials, and the Catipon

family for providing us foods to give us the energy to work on our study.

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We also offer our sincerest gratitude to the following people: Cherish Reyes, Agel

Dayot and Gemma Paguio, for giving us a helping hand in completing our prototype. To

our friends and classmates who wholeheartedly gave their moral support, thank you.

Finally, we would like to acknowledge and thank to our panelists, Engr. Nino

Pilueta, Engr. Ricky Sandil, and Dr. Virgilio Dadiz, Jr., for sharing their encouragement

and perceptive comments and questions that have made us broaden our research to

encompass various perspectives.

Again, to everyone whom we owe so much the success of this endeavor, thank

you.

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TABLE OF CONTENTS

AUTOMATED BINGO MACHINE ................................................................................... i


APPROVAL AND ACCEPTANCE SHEET .................................................................... iii
ACKNOWLEDGMENT.................................................................................................... iv
TABLE OF CONTENTS ................................................................................................... vi
LIST OF TABLES ........................................................................................................... viii
LIST OF FIGURES ........................................................................................................... ix
LIST OF ABBREVIATIONS ..............................................................................................x
ABSTRACT .........................................................................................................................1
Chapter 1. INTRODUCTION ..............................................................................................2
1.1 Background of the Study ....................................................................................2
1.2 Significance of the Study ...................................................................................3
1.3 Objectives ...........................................................................................................5
1.4 Scope and Delimitations.....................................................................................5
1.5 Conceptual Framework ......................................................................................7
1.6 Definition of Terms ............................................................................................8
Chapter 2.REVIEW OF RELATED LITERATURE ........................................................11
2.1 Foreign Related Literature ...............................................................................11
2.2 Local Related Literature ...................................................................................18
2.3 Synthesis...........................................................................................................22
2.4 Research Gap ....................................................................................................27
Chapter 3. METHODOLOGY ...........................................................................................28
3.1 Block Diagram .................................................................................................28
3.2 System Flowchart .............................................................................................29
3.3 Proposed System ..............................................................................................35
3.4 Treatment of Data.............................................................................................40
3.5 Testing Procedures ...........................................................................................41
3.6 Design Constraints ...........................................................................................47
Chapter 4. RESULTS AND DISCUSSION ......................................................................49
4.1 Testing of Connection ......................................................................................49

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4.2 Testing for Generating of virtual cards ............................................................52
4.3 Testing for RFID-LED Component .................................................................53
4.4 Testing for Winner Verification .......................................................................57
4.5 Testing for Winner Announcement ..................................................................58
4.6 Testing for Data Recovery ...............................................................................59
4.7 Testing of the Whole System ...........................................................................60
Chapter 5. CONCLUSION ................................................................................................63
Chapter 6. RECOMMENDATION ...................................................................................65
BIBLIOGRAPHY ..............................................................................................................67
APPENDICES ...................................................................................................................69
APPENDIX A Schematic Diagrams ......................................................................79
APPENDIX B Project Cost ...................................................................................82
APPENDIX C User’s Manual ...............................................................................84
APPENDIX D Gallery ...........................................................................................87
APPENDIX E Proponent’s Profile ........................................................................93
APPENDIX F Grammarian’s Certificate.............................................................102
APPENDIX G Grammarian’s Profile ..................................................................104
APPENDIX H Data Sheets ..................................................................................106

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LIST OF TABLES

Table 1—Research Gap ...................................................................................................27

Table 2—Connectivity (below 15 players) .....................................................................50

Table 3—Connectivity (above 15 players) .....................................................................51

Table 4—Connectivity (below 3 players) .......................................................................52

Table 5—Generation of virtual cards ............................................................................53

Table 6—Bingo ball detection .........................................................................................54

Table 7—Winner verification .........................................................................................57

Table 8—Winner announcement ...................................................................................58

Table 9—Recovery of data ..............................................................................................59

Table 10—Testing of the whole system ..........................................................................61

Table 11—Project components and cost ........................................................................83

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LIST OF FIGURES

Figure 1—Conceptual Framework .................................................................................7

Figure 2—General block diagram..................................................................................28

Figure 3—Start-up process system flow ........................................................................29

Figure 4—Start game process system flow ....................................................................30

Figure 5—Ball detection process system flow ...............................................................31

Figure 6—Data process and user interaction flow........................................................32

Figure 7—Winner verification and reset process system flow ....................................32

Figure 8—Graphical user interface system flow...........................................................34

Figure 9—Incremental Development Model .................................................................39

Figure 10—MCU pin configuration ...............................................................................80

Figure 11—Relay-blower pin configuration..................................................................81

Figure 12—Relay-bulb pin configuration......................................................................81

Figure 13—Actual Bingo Machine .................................................................................88

Figure 14 – RFID Tag Testing ........................................................................................88

Figure 15 – Bingo Balls ....................................................................................................89

Figure 16 – Bingo Android Application .........................................................................89

Figure 17—Bingo Connectivity – 15 devices connected ...............................................90

Figure 18—Bingo Machine LED board .........................................................................91

Figure 19—Proponent’s Photo with the prototype .......................................................91

Figure 20—Proponent’s Photo with Thesis Adviser with the prototype ....................92

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LIST OF ABBREVIATIONS

DC Power – “Direct Current Power”

E-Bingo – “Electronic Bingo”

GPRS – “General Packet Radio Service”

GSM – “Global System for Mobile”

GUI – “Graphical User Interface”

IDE – “Integrated Development Environment”

IP – “Internet Protocol”

LAN – “Local Area Network”

LED – “Light Emitting Diode”

LCD – “Liquid Crystal Display”

MCU – “Microcontroller Unit”

RFID – “Radio-Frequency Identification”

RNG – “Random Number Generator”

WLAN – “Wide Local Area Network”

x
ABSTRACT

The Automated Bingo System is an innovation of the classic-traditional bingo


game for recreational purposes. The system is designed to address problems encountered
caused by human errors, such as calling or showing the bingo ball drawn and matching
the ball drawn to the player’s input, while playing the game. The idea is to develop a
reliable and accurate automated system that determines the validity and correctness of
results. The system is developed based on the game set-up which includes bingo balls
with corresponding bingo numbers ranging from 1 to 75, divisible by 15, and being
drawn randomly on designated letter of the word BINGO. The system can also generate
virtual cards. In the navigation, the system is capable of verifying virtual bingo cards and
validating the winner for accuracy and reliability, making the classic game, bingo, more
appealing to players of all ages.

Keywords: Bingo, automated bingo, microcontroller, RFID


Chapter 1

INTRODUCTION

The first chapter provides an overview of how the proponents formulated the

topic for this study. This chapter also includes the background of the study and its

significance, the scope and delimitation, and the proponents’ objectives.

Presented below includes the proposal solution that addresses the current

problems presently being encountered by the presented topic.

1.1 Background of the Study

The origins of the game, Bingo, can be traced back in 1530, at Lo Giuoco del

Lotto D’Italia, an Italian lottery. The game was then introduced to Frenchmen and

Germans who revised the game to assist students to learn math, spelling and history. In

the year 1929 in North America, the game was recognized as “beano” and was changed

into “bingo” by Edwin S. Lowe when someone mistakenly yelled “bingo”. (Bingo –

History of the Game, Bellis, 2017) [1]

There are many variations of the game, bingo, that were made through

generations. Commonly played is the American Bingo where all participants hold 5x5

grid cards with random numbers of 1 to 75 and the word BINGO above the card aligns

with each vertical row. As soon as the caller starts to draw bingo balls from a ball spinner

or ball blower and read them, the game begins. The player marks or places a chip on the

numbers on their card that corresponds with the ball drawn by the caller. When a player

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gets a complete pattern and shouts “Bingo", the caller will check the marked numbers to

verify the victory and if a fault or error is made, the call of the player for winning will be

insignificant (How to Play Bingo, 2017). [2]

In terms of viewing the perspective of the players, some, with the thought of

having more chances of winning, think that playing more bingo cards is an

understatement. Playing more cards can make a player cause confusion and result to

wrong markings in their cards. Other reasons for the wrong markings on numbers and is

the low response time of a player, and missing the call of the announcer (The positive

effects of bingo on the brain, 2014). Because the game bingo is normally played in noisy

and crowded settings, unavoidable and unintentional errors for players are likely to be

experienced especially those with hearing impairments and weak visions. Moreover, the

presence of a manual checker for the winning bingo card adds to the causes of the

decrease in the accuracy of playing classic bingo game (Ramos & Folmer, 2011). [3] [4]

As students of FEU-Institute of Technology, the proponents decided to transform

the classic bingo game into a fully automated bingo system that will help increase the

accuracy and reliability of the game, and still keeping the bingo ball blower (i.e.

electronic bingo) to keep players interested and engaged. The proponents’ sole reason for

doing this system is to innovate the classic bingo game to another level to be utilized for

recreational purposes adhering to the digital age.

1.2 Significance of the Study

Technology has continuously evolved through time. In connection, the proposed

system is more than an innovation for it is an evolution of the classic bingo game. The

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automated bingo machine is a modernization of the classic bingo game with the aid of

technology such as android devices. The stated problems being encountered in the classic

game served as the key components that formed the idea of creating an automated bingo

machine in the proponents’ minds.

Though the game, bingo, has already different variations, it still has few

deficiencies in different aspects. With the proposed system, the automated bingo machine

targets to help the bingo players by increasing accuracy and reliability in determining the

validity and correctness of matching the ball drawn to the player’s input. Also, this will

increase the accuracy in validating the matching bingo card and numbers to the pattern

being played. The system promotes a lesser human intervention to the ball shuffling

system of the game bingo. Thus, making less human intervention through an accurate

system, promotes a device with increased reliability in terms of unbiased result.

For the bingo organizers or facilitators, the advantage of implementing the

automated bingo machine will not require the use of paper. Lessened or totally not using

paper in producing bingo cards can help save the environment. Also, the hassle of gluing

bingo papers on the table will be eliminated.

Though the innovation of the game bingo is mostly for recreational purposes, the

proponents also desire to help promote the usage of microcontrollers, along with their

capabilities in creating different systems.

The proponents’ proposal of the automated bingo machine serves as a helpful tool

in utilizing the upsurge growth in development of the technology. Therefore, it is not only

concerned in making game, bingo, more accurate and appealing to all ages, but also in

sustaining the level of fun players experience while playing this classic game.

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1.3 Objectives

1.3.1 General Objective

To provide an accurate and reliable Automated Bingo System

1.3.2 Specific Objectives

 To allow connectivity of the bingo machine and the android application

 To generate bingo cards and allow navigation of the player

 To be able to randomly shuffle and draw the ball by the machine

 To be able to detect the equivalent value of the bingo ball

 To show the numbers in a display board accordingly

 To allow verification of the winning player’s card

 To allow detection and announcement of the winner in each device

 To provide a recoverable database system

 To perform several experiments and test the accuracy of the bingo system

 To attain 90% reliability of the automated bingo system

1.4 Scope and Delimitations

The proposed project, Automated Bingo System, is a system that is composed of

an automated bingo balls shuffling machine and an android application.

The system still follows the rules of the conventional bingo game but with the

integration of the modern technology, for the cards will be generated using an android

application. A feature to customize own players’ card numbers can also be initiated prior

to joining the game.

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The hardware component covers the automatic shuffling, as well as the drawing

and dispensing of the Bingo balls. Without human intervention in the processing, each

ball drawn will be automatically read, recorded, and announced by the system.

The software component serves as the end-user interface of the system. The

android application is equipped with a GUI for the players to be able to interact with the

game. In addition, the prototype application limits each device to the maximum of three

bingo cards played simultaneously per match. It can cater five different patterns to be

played (i.e. Blackout/Full-house, Diagonal, Four corners, Big X, and Outside edge

patterns). Furthermore, the android devices are connected to the main automated bingo

machine via wireless connection through Wi-Fi.

Once the android application on a device is activated, the card/s set by the players

should be filled with numbers, and hence; signals the start of the game. By then, the

‘Proceed’ button can be pressed and the android device will be connected to the system.

As for the number of players, a minimum of three and a maximum of fifteen can be

accommodated.

If all the players have decided to discontinue or play another set of game, a reset

button functions to reformat the game, which prompts the return of the dispensed balls

and disconnection of all the current players.

Multiple winners can be accommodated by the system. A timer of 15 seconds will

countdown after an initial ‘bingo’ has been made to wait if in case another player is in a

‘bingo state’. However, the players are responsible for marking their own card. Only

verified winning bingo cards will be announced. Unmarked numbers that are already

drawn on their respective cards after a bingo winner announcement will be nulled.

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In the case that the supply of the electricity was interrupted or sudden

disconnection of the automated bingo machine to the power source occurred, the game

could still be retrieved unless the reset button was pressed.

1.5 Conceptual Framework

Input Process Output


Connecting to Wi-Fi

Selecting bingo
GUI pattern

Accomodating
players

Generating virtual
bingo cards

Switching on/off
motor blower for Automated Bingo
Buttons shuffling of bingo System
balls

Locking/unlocking of
servo motors

Scanning RFID tag in


bingo balls

Turning on/off LEDs


Sensor
Verifying winning
bingo patterns

Resetting the system

Figure 1—Input-process-output of automated bingo system

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The automated bingo machine, as stated by the proponents in the scope and

delimitation, is a fully automated component in terms of the process in ball shuffling and

the transmission of data. However, user inputs, such as through buttons and from the

android application, should still be considered in order to perform tasks. Each button has

different functions as depicted in Figure 1.

1.6 Definition of Terms

Accuracy It refers to the degree to which the result of a measurement,

calculation, or specification conforms to the correct value or a

standard.

Big X It is a pattern played in the game, bingo, wherein the player should

be able to mark or shade all the numbers forming a big letter X.

Bingo It is a game of chance wherein each player is to match a pattern on

their pre-printed 5x5 number cards. A random set of numbers are

distributed to the player’s card. The first one who creates or

matches the pattern, depending on a ball being drawn, is declared

the winner.

Blackout It is a pattern played in the game, bingo, wherein the player should

be able to mark or shade all the numbers.

Database It refers to an organized collection of data held in a computer.


Diagonal It is a pattern played in the game, bingo, wherein the player should

be able to mark or shade all the numbers forming a diagonal line

from any of the top corner to its opposite corner below.

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E-Bingo It is also known as “Electronic Bingo”. It pertains to a modified

bingo with the use of electronic devices such as mobile phones or

computers.

Four Corners It is a pattern played in the game, bingo, wherein the player should

be able to mark or shade the four corners of the 5x5 bingo card.

Indicia It refers to a set of random numbers.

Outside edges It is a pattern played in the game, bingo, wherein the player should

be able to mark or shade all the numbers in the edges at all sides of

the 5x5 bingo card.

Poker It is a family of card game usually played in a casino. It combines

gambling, strategy, and skills, rooted on the players’ bet that they

hold the highest-ranking hand.

Reliability It refers to the quality of being trustworthy or of performing

consistently well.

RFID It stands for “Radio Frequency Identification”. It is a small

electronic device that consists of a small chip. Also, it serves as a

tool in identifying an object paired with an RFID tag.

Wi-Fi It refers to a technology for wireless local area networking with

devices based on the IEEE 802.11 standards. Wi-Fi uses radio

waves to provide wireless high-speed Internet and network

connections.

Zigbee It is a wireless technology developed as an open global standard to

address the unique needs of high-level communication protocols

9
used to create personal area networks with low-cost, low-power

wireless M2M networks.

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Chapter 2

REVIEW OF RELATED LITERATURE

The second chapter of this study delivers various studies, foreign and local, which

are related to the proponent’s automated bingo system. It also includes the research gaps

between the studies and projects researched and the proponent’s proposed system.

2.1 Foreign Related Literature

2.1.1 Gaming System with Bingo Progressive Plug-in

An electronic bingo gaming system was invented in a foreign study [5].

The inventors’ system includes the freedom of switching between Class II and

Class III gaming rules. According to their reference, the Indian Gaming and

Regulatory Act (IGRA), class II is defined as “bingo and games similar to bingo”,

while class III is explained as “casino-style gaming including games such as

blackjack, poker, slot machines, craps, and roulette”. Class II gaming also

includes non-banked card games making it also related to the game of chances.

The inventors’ claim is a progressive video gaming system wherein the

apparatus or gaming terminals are independently sharing on a progressive jackpot

via plug-in interface. A database was developed to establish the said bingo

progressive jackpot. The invention also includes several systems such as the ball

call system, bingo card distribution system, progressive prize distribution system,

a virtual bingo card and the processor responsible for executing the program

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instructions, to support the whole component The purpose of the progressive

bingo module, as stated by the inventors, “is to increase the number of and types

of gaming devices that can participate in the progressive jackpots associated with

Bingo Poker.”

2.1.2 Game Play Sequence for Bingo Gaming Systems

Another study focused on inventing a component that is used to support

the electronic bingo gaming system in facilitating and accommodating an

increased number of players allowable to participate in the game [6]. The

invention also includes a specification on the identification of a series of potential

game ending winners. The system, as stated by the inventors, “is directed to

apparatus and methods for using player inputs in the course of a bingo game to

help determine a winning player in the bingo game and award that player an

appropriate prize.”

The said inventors designed the system due to the increased popularity and

players of the game bingo. Another specification of the systems is dividing the

ball draw into first portion and final portion. The inventors stated in [6] that this

was done to guarantee that “a first potential game ending winning player is not

identified after considering only the first portion.” Further explanation of the

invention is

“The first portion of the ball draw is then presented to a first potential

game ending winning player. The final portion of the ball draw is then presented

to the first potential game ending winning player in the event that the first

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potential game ending winning player enters a daub input according to a daub

input rule. A prize is then awarded to the first potential game ending winning

player in the event that the first potential game ending winning player enters a

prize claiming input according to a prize claiming input rule.”

The inventors claimed that various methods were used in this apparatus.

These methods were the splitting of ball draw and presentation of a prize to the

first potential game ending winner.

The apparatus invented includes a number of player stations wherein the

player could participate in the game. Every player is provided a display and input

device for daubing. A module to limit the number of players and/or game play

request was included to reduce the time to play a game.

2.1.3 Database Management Method and RFID System

A research on having a database management on RFID system was

undertaken and stated in [7], where there are four main portions: the database

module, RFID module, controller module, and internet module. The database unit

can act as an intermediary host or can act as a controller unit that contains the

database of the whole system. The internet module can be a fixed connection

and/or with a wireless connection which can be a WLAN, 6LowPan, Zigbee,

UWB, GSM/GPRS, or any other wireless network. The IP-network produced

serves as the channel for the controller units to connect to the database unit.

Connecting the controller units, including the database unit (if it is also a

controller unit to the reader units), which is the RFID, can then be formed since a

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wireless or wired connection is present. The RFID reader can still work and

collect data when IP-network is lost for it is also interfaced to be in a

disconnected mode and send the data afterwards when internet connection has

returned. The fixed RFID readers are more ideal to be mobile if necessary. “The

portable RFID readers can be for example a hand-held readers or readers that are

mounted to a vehicle.” The system can also update the database via software

program on an intermediary computer when run in a microprocessor.

The database unit will put in effect the database update to all or some of

the readers if it will be the one to set up the update. If the RFID reader will be the

one to call for a database update, through a controller unit if possible, the reader

will send a request over IP-network to the database unit. On the other hand, a

reader can still uphold its whole operation while updating. “For example an

access control reader may be configured to perform a certain number of read

sequences per second while it is being updated and thus grant (or deny) access if

needed”; therefore, allowing the update of readers’ database overlooking any

interruptions.

2.1.4 Devices and Methods for Playing Electronic Bingo Game

A study about bingo gaming machine and methods for playing was done

in [8]. The researcher defines electronic bingo game as consisting of a display, an

instruction-accepting interface commenced by a player for the initiation of the

game bingo, a memory for the storage of multitude software instructions, bingo

patterns, and data for the prizes or awards in compliance to those winning bingo

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patterns. Also, the electronic bingo game can pick random numbers from a limited

array of numbers through a random generator, and a processor that is equipped

with software instructions such as controlling the display, the interface, and the

random generator.

Consecutively, to start the playing approach for an electronic bingo game,

the gaming machine is to provide a player a bingo card in which it will be

assigned a number from a pre-arranged limit of numbers in each space through a

processor. Then, the machine will start giving out random numbers. The game

will end when there is a succeeding match with the randomly selected numbers

from the predefined range to the number allocated to the spaces on the bingo card.

When a pattern is identified on the bingo card from the numbers that match and

links to one or more winning bingo patterns, the player will be paid by the

machine as a first award. After the winning occurs, the system offers a player

through the processor an option to play again to disclose one or more numbers. In

the event that a player chooses to play again and another winning pattern is

recognized, the system pays a second award to the player. However, if a player

declines the option to play again, the game ends.

2.1.5 Method and Apparatus for Identifying a Winner in a Bingo Game

According to the research in [9], the bingo system requires a network for

transferring information between the central game processor and the point-of-sale

terminals. The Players may obtain the cards from the point-of-sale terminal that

will print the physical cards for the player and authorize the player to play bingo

15
in the on-line environment. Form their invention's feature, the game processor

preserves a link list that will identify each card containing the possible value. For

example, a bingo card has 75 possible values, and the game processor keeps 75

different linked lists. In every entry, there is a pointer that directs the elements to

the link lists. The entry to the link lists is transferred to the game processor, which

will represent each bingo card as a bitmap that corresponds to each square on the

bingo card. Every entry to the link lists identifies a square on the bingo card

containing a corresponding value and allowing the applicable entry that matches

to the bitmap. The number that is drawn will identify the bingo card, and each

card that has a drawn number game processor marks the entry in the bitmap. The

invention allows the winning player to compare the card bitmap to each possible

winning bitmap. It is stated in [9] that "Generally, the comparison determines

whether all the 1's that are set in any bitmap for a winning pattern are also set in

the card bitmap. If so, the card is a winning card.” There is one preferred

implementation that only cards containing possible winning bitmaps will be

compared.

2.1.6 Electronic Bingo Game and Method

According to the research presented in [10], the invention of electronic

device for the bingo game which includes a data processor and a video display

will require the players to input a wager and create the play. When the game is

running, the processor controls the virtual display of the bingo cards, and the

twenty-five coordinates of the card. The memory stores a data corresponding to

16
the winning pattern of card that will be identified by a table. The processor

generates a random number of the indicia. As the indicia are selected, a processor

compares each selected indicia to the number in the card to determine if there is a

match or mismatch. If the location of the number in the bingo card agrees to the

winning pattern, it will be stored in the data structure then the players will receive

the first pay table award. If the location of the number hits all the winning pattern

or BINGO covers all with both first and second outcome sets, the player receives

the second award. According to [10], “Thus, player can win an award based upon

obtaining one or more winning patterns form the first outcome set and another

award based upon selection of the first and second outcomes set, if all the

coordinates of the card are marked”. In the electronic device, there is an option of

selecting the indicia for the bingo or the processor will have it done for equality.

The player can also initiate a re-spin mode which changes the time of the RNG

clock. Lastly, the device provides control to the display of selection of the

outcome.

2.1.7 Wireless Multiple Server Gaming System Having Customizable User

Interface Features

According to the research stated in [11], the gaming device has a feature

of pop-up notification menu for activation of playing area. The user's interface

features an insertion of portion of user-provided graphics via card reader for

customizing the playing area, number display, backgrounds, and other areas of the

17
graphical display. The device provides a scanner for input of user-provided device

and multiple gaming via servers that provides efficient connection and security.

2.2 Local Related Literature

2.2.1 Gaming Site Regulatory Manual (BINGO Games)

A manual was compiled by the Gaming Licensing and Development

Department of PAGCOR (Philippine Amusement and Gaming Corporation) to

officially facilitate the bingo game in the Philippines. The manual, [12], contains

the regulations and standards that are to be met by a qualified operator. The

manual prepared consists of 28 regulations addressing different point of views

such as accreditations, licensing, site requirements, qualification, conduct of

gaming and others. Along the regulations are also the guidelines of playing classic

or traditional bingo and electronic bingo systems, and bingo games. The

differences between the traditional bingo game and the electronic bingo game are

explained well. Under this regulation, it is stated in [12] that

“An electronic bingo system is a combination of a central server,

terminals and all interface elements that function collectively linking the

terminals with the server to perform gaming functions.”

Meanwhile, the traditional bingo system means

“An electronic system powered by computer software capable of

programming an entire bingo operation consisting of the standard bingo

equipment housed in or connected to a bingo console for an integrated

and easy management and operation.”

18
The bingo system is composed of a set of bingo balls bingo machine,

which includes the Ball blower and Flashboard, and bingo card dauber. The

traditional bingo games may also be played via closed circuit television (CCTV)

and computer links—a method known as Bingo link. According to PAGCOR, this

method uses a video-conferencing equipment to establish connection of other

remote sites to the main balling site.

Overall, the standards and regulations prepared by the Game Licensing

and Development Department of PAGCOR are applicable to the Bingo gaming

system in the Philippines. Versions of the game that were not mentioned in this

manual or article are to be approved prior to the implementation in the official

gaming sites.

2.2.2 ZigBee and RFID-based Inventory System for TCCK Industrial

Company

According to [13], the research project is an automated inventory system

for TCCK Industrial Company that will update their database real time without

the product displacement and with less human intervention. The component

created by the researchers offers a fully automated inventory status checking

system and a software application. The project created involves the usage of

Radio-Frequency technologies such as the RFID and ZigBee. The Radio-

Frequency Identification’s core responsibility is to keep track of the tagged tools

in the inventory. On the other hand, the ZigBee was utilized to transport data

obtained to the central workstation.

19
The proponents of this research project declared that they were successful

in integrating all the components for the ZigBee and RFID-based Inventory

System. The proponents also stated that “the overall application of the system on

TCCK Industrial Company has significantly improved their inventory process.

With the use of our system, the company can speed up the inventory process.”

2.2.3 A Study on the Philippine Lotto System

A research paper studying the Philippine Lotto System was written by

Marcial and Paraiso. According to [14], “Lottery involves the act of choosing a

combination of numbers without repetition from a set of numbers.” The study

depicts the unbiased system of lotteries wherein participants do not have the need

for schemes and techniques for the chances of winning the game. By studying the

structure of Lotto using probability and statistics and analyzing preceding winning

number combination, the researchers aimed to authenticate that the drawing of

winning digits are fair and unbiased and be able to discover possible arrangements

of winning Lotto numbers.

By doing this study, the researchers intended for the risk-takers to improve

their winning probabilities. Also, it was undertaken to extend the researchers’

gathered knowledge as a prospective reference for other systems that involve

taking chances. Moreover, it provides motivation for students to advance and

improve on the researchers’ field of study.

20
2.2.4 Wi-Fi Based Educational Audio-Streaming Embedded System

According to [15], the research is about audio-streaming variety of

instructive discourses from a server to the scholars’ learning device linked via Wi-

Fi. The scholars’ prototype has five main components: server, Wi-Fi module,

microcontroller, LCD display, and a sound chip. By uploading a digital audio file

to the server, the educational device will access the data through Wi-Fi.

Afterwards, it will be channeled by the microcontroller and directed to the sound

chip to be altered from digital to analog audio file into the device so the users can

stream it using plugged in headphones or speakers. The LCD of the device has

touch screen interface for users to input data and be sent to the microcontroller

which controls the system’s operation.

A website that acts as the server, wherein files to be uploaded are intended

to be stored and labels may be added, was made. The scholars used PHP, HTML,

and MySQL for the database and having an administrator to manage the data.

Furthermore, the scholars’ device is a cataloguing feature in the server for

supplementary information of audio files. It also has a playlist feature, a

bookmarking feature, APIs, drivers, an operating system, and a GUI for the

system’s operation.

The scholars stated that they successfully interconnected all modules to

the microcontroller and affirmed that “The device is successfully able to stream

audio from the group’s web server through Wi-Fi.”

21
2.2.5 Electronic Ferry Boarding Pass Using RFID

The Electronic Ferry Boarding Pass Using RFID is built through the use of

RFID sticker tags is another study cited [16]. They placed the tags to the

passenger paper boarding pass and made it readable using an RFID reader. The

prototype software is the main focus that the researchers developed. The software

was built to run using complex algorithm. It was able to administer the Database

and validate every boarding pass with an accuracy of 100%. They also developed

a web-based monitoring system to provide real-time result for the Ferry boat.

2.2.6 Implementation of Voice in Games Using Raspberry Pi

In a research declared in [17], a voice control game was made from the

speech recognition and made use of seven command words to implement a basic

function of the game. The game was capable of connecting the database over the

internet so that it will allow the exchange scoring of the players.

2.3 Synthesis

Foreign Literature

2.3.1 Gaming System with Bingo Progressive Plug-in

The invention stated in [5] presents a bingo gaming system as an apparatus

comprising of linking individual players via an integrated plug-in component for

progressive jackpot. The inventor’s idea of the machine promotes the sharing of

data between terminals. The invention could be related to the proponent’s

proposal of automated bingo system because it links the playing devices for the

22
reason of combining the system for a unified goal of progressive jackpot. The

invented system includes a ball call system for random shuffling of bingo balls,

but an announcer is still required to manage the game.

2.3.2 Game Play Sequence for Bingo Gaming Systems

The invention stated in [6] is a system or sequence on how players could

play bingo. The idea of adding a module to limit the number of joining players is

applicable to the proposed system. It is a useful module for the players to

minimize the playing time. The system invented also declares the winner of the

first potential game ending winner.

2.3.3 Database Management Method and RFID System

The study stated in [7] is perceived by the proponents as a potential

reference for the project proposal. The study talks about the system having an

internet as the medium for the database to send and update data to the RFID

system. The proponents’ prototype will also be a connection of RFIDs inside the

bingo balls to the database for the data transmission when operating the

automated bingo system via Wi-Fi module.

2.3.4 Devices and Methods for Playing Electronic Bingo Game

This research that was compiled in [8] tackles about electronic bingo game

and its components and playing methods. The research is merged with the

proponents’ bingo playing system wherein the comparison of the playing device

23
and playing methods, specifically the generating of bingo cards for the player, is

seen to be of relevance.

2.3.5 Method and Apparatus for Identifying a Winner in a Bingo Game

The study stated in [9] is a concept of identifying the bingo card is similar

to the proponents’ project proposal. The prototype invented is significant to the

proponent’s automated bingo machine since it is a feature of the system to

determine the possible winner who has a matching pattern.

2.3.6 Electronic Bingo Game and Method

The prototype of the researcher presented in [10] is significant to the

automated bingo machine. The apparatus is in digital format that uses a database

to store an input data and compare. The automated bingo machine, related to this

study, uses a database for the same purpose.

2.3.7 Wireless Multiple Server Gaming System Having Customizable User

Interface Features

The research’s purpose as stated in [11], is to enable customization of the

GUI for the android application. The android application to be developed have the

features to select Menu, Settings, Playing area, Selecting of patterns and others.

The study could be related to the proponent’s project in terms of the android

application creation.

24
Local Literature

2.3.8 Gaming Site Regulatory Manual (BINGO Games)

The manual created, compiled, and legalized by the Gaming Licensing and

Development Department of PAGCOR (Philippine Amusement and Gaming

Corporation), is a book of regulations and standards for the game bingo in the

Philippines. The regulations and standards are incorporated to the proponent’s

proposal of an automated bingo. Primarily, the proposed system’s aim is to help

improve the accuracy and reliability of the game bingo and not only to replace the

current mode of playing the classic game. The manual discussed the components

needed to play the game, both in terms of traditional and electronic bingo game.

The proponents were able to apply these standards such as the presence of a bingo

ball machine, flashboard, and a bingo card dauber.

2.3.9 ZigBee and RFID-based Inventory System for TCCK Industrial

Company

A research project done in [13] by De Jesus led to the development of a

ZigBee and an RFID-based inventory system. In relevance to the proponent’s

proposed system, it uses a frequency sensor to monitor objects. The Radio

Frequency Identification system is applicable to monitor tagged objects even

without holding it. The proponents used RFID system to tag each bingo balls so

that when it is read by the scanner, the data will be transported into next courses

of actions.

25
2.3.10 A Study on the Philippine Lotto System

The research paper on the Philippine Lotto System stated in [14] talks

about the randomness and fairness of playing lotteries, and is applicable to the

proponents’ automated bingo system as a relevant study for both involves the

taking of chances of players for the randomness of drawing numbers. This is

relevant to the proponents’ bingo system where both involve unbiased drawing of

numbers without repeating.

2.3.11 Wi-Fi Based Educational Audio-Streaming Embedded System

The dissertation on educational audio-streaming system discussed in [15]

is about the components being connected to the microcontroller acting as the brain

for their system to work. The researchers created a device for the users to utilize

their system. The proponents were able to apply the researchers’ method of

constructing the bingo machine by also having the microcontroller serving as the

center of the system’s mechanism.

2.3.12 Electronic Ferry Boarding Pass Using RFID

The prototype of the researcher specified in [16] is significant to the

proposal of the automated bingo machine. The prototype used RFID to be able to

identify the passenger and to let them pass if the scanner detects a tag. The

proponents will use RFID system to enable detection of the ball inside of the

machine.

26
2.3.13 Implementation of Voice in Games Using Raspberry Pi

The prototype of the researcher defined in [17] is significant to the

automated bingo machine. The proponents are considering the use of Raspberry

Pi, a mini computer, which will be used for the storing of data of the drawn

numbers, as well as the winning pattern’s data. The proponents are considerable

of using the raspberry pi for the process of data transferring or as a server.

2.4 Research Gap

This part of the study was developed by the proponents to determine and define

the similarities and differences of the proposed automated bingo system to the most

significant researched topic stated in the review of related literature which is the

“Electronic Bingo Game and Method” by Odom (2003).

Table 1—Electronic Bingo vs. Automated Bingo

SIMILARITIES DIFFERENCES

 Both systems were actuated in a  The apparatus, the Electronic Bingo


digital format. System, consists of one whole
 The database was used as a storage component vs. the proponents’
for the input data. Automated Bingo System wherein it
 Players must complete a pattern to consists of two connected
win bingo. components (bingo machine and
android application).
 A player needs to input a wager to
start the electronic bingo game vs. the
connection of players’ android
devices to the bingo machine to start
the game.
 One-man player vs. group of players
to playing

27
Chapter 3

METHODOLOGY

The third chapter of this study indicates the methodology and provides an outlook

of how the proponents’ planned to implement the proposed project. Included below is the

systematic flow illustrating how the proposed project functions.

3.1 Block Diagram

Figure 2 shows the general block diagram of the system and its major

components. The process starts with the input module via push-buttons and ball input

through RFID sensor. The data are forwarded to the microcontroller for processing. Then,

data are progressed to the server for some course of actions such as displaying of the

output in the LED indicator board and motor responses. The server also acts as

intermediary between the microcontroller and android devices.

Figure 2—General Block Diagram

28
3.2 System Flowchart

The system flowchart presents the whole and detailed process undertaken by the

automated bingo machine.

3.2.1 Start-Up Process System Flow

The automated bingo machine will start its operation the moment the

power is switched on, activating the microcontrollers and the Wi-Fi connectivity.

The detection of connected device, as well as the initiation of game, is illustrated

in the figure below.

Figure 3—Start-up process system flow

29
3.2.2 Start Game Process System Flow

The figure below shows the system flow on how the automated bingo

machine will respond upon the start of the game or if the players are in ready

mode. If all the joining players are ready, then the game will proceed. The player

will be allowed to join the game if there are less than 15 players and the game will

push through if there are at least 3 players.

Figure 4—Start game process system flow

30
3.2.3 Ball Detection Process System Flow

The diagram below shows the system flow on how the automated bingo

machine will respond when the shuffle button is pressed. It also depicts how the

system will process the data if a ball was detected by the scanner.

Figure 5—Ball detection process system flow

31
3.2.4 Data Process and User Interaction Flow

The illustration below shows the system interfacing of the data obtained to

the LED indicator board. It also exhibits the system flow process on how the

automated bingo machine will respond when the player is at the bingo state after

the player’s input and output from their android device. Also, it presents the

transfer of data between the application and the database.

Figure 6—Data process and user interaction flow

32
3.2.5 Winner Verification and Reset Process System Flow

The flowchart below is a sub-process for the winner notification. It shows

the system flow on how the automated bingo machine will respond when the reset

button is pressed.

Figure 7—Winner verification and Reset process system flow

33
3.2.6 Graphical User Interface System Flow

Figure 8 portrays the interface process in the android application that is to

be developed in an android mobile device. Such activities are to be performed

when a user input is read. In the homepage, two major buttons are present,

namely, “play” option and “settings” option. Continuing to play option will bring

the player to the main game interface with few input data needed. Separated from

the player’s GUI is the server application GUI wherein a moderator can select a

pattern that will be played during the game.

Figure 8—Graphical user interface system flow

34
3.3 Proposed System

Hardware System

3.3.1 Microcontroller

Microcontroller module serves as the brain of the prototype. The

proponents used a microcontroller to control and connect all modules to unify all

the processes in a functional system.

3.3.2 Input Module

This module shows the components that act as the source input of the

system. It starts from the push-buttons, in which the proponents used two separate

buttons that correspond to different courses of action. These two buttons allow the

balls to shuffle and to reset the game. The other is the RFID or Radio Frequency

Identification that serves as the identifier which uses radio waves to read and

capture information stored on a tag attached to an object. The proponents used the

RFID system to serve as the reader of the tags placed in each bingo ball.

3.3.3 Motor Driver Module

In this module, motors are used and serves as a drive to get the game

flowing throughout the system. The proponents used a motor blower to enable the

shuffling of the bingo balls. When the motor blower is activated, a blast of air will

be produced and the bingo balls located in a closed container will be shuffled.

Also, servo motor is used for mechanisms of the bingo machine such as

dispensing and holding the bingo ball in place.

35
3.3.4 Display Module

The display module’s main function is showing the output in the LED

indicator board. The proponents utilized a number of light-emitting diode (LED)

placed in an indicator board with different corresponding bingo ball values to

mark those which are already drawn.

3.3.5 Communication Module

This module on the other hand, uses tablet as a server to operate as a

bridge of communication between the system and android mobile phones used by

the players. Connected to the network, the android phone is used as the gaming

platform of the bingo players, and a tablet functioning as a server, accommodator

and, a monitoring medium for the game process.

Software System

3.3.6 Database

The proponents’ developed a database to serve as a storage for the data

that will be processed to take certain course of actions. A database for the

temporary reading of bingo balls data, and another for each player’s data, were

developed.

36
3.3.7 Android Application

An android application was developed as a mode of the player’s

interaction to the android application that will be used for selecting patterns and

playing /daubing the bingo game.

3.3.8 Radio Frequency Identification Detection

The RFID scanner was programmed into the Arduino IDE for the

identification of each bingo ball. Each bingo ball is attached with a RFID tag and

is associated with the scanner.

3.3.9 Android Operating System

The android OS installed in the android mobile device was used to run the

created application from the android studio. With the use of the android OS, the

created application can then be navigated by the player/user.

37
System Development

Figure 9—Incremental Development Model

The researchers used an incremental development model. Deriving from

the outline description in an incremental development, the stages of specification,

development and validation of the system were interleaved.

In the outline description phase, the proponents have conceptualized the

system based on the brainstormed ideas, as well as the design, requirements, and

specifications of the system.

The next phase is the concurrent activity of specification, development and

validation wherein the proponents had an easier method of attaining system

feedback on the development work that has been done.

The releasing phase of the system was made every after the development

work has been done until the final version of the system is ready. Afterwards, the

proponents tested the results to ensure the system’s reliability and accuracy.

38
3.4 Treatment of Data

3.4.1 Reliability Testing

A reliability test provided the overall consistency measure of the system.

The higher the reliability percentage, the more consistent the performance of the

system is. The proponents conducted a reliability test to determine the consistency

of the functions of the system such as in the connection between the bingo

machine and the android application, and between the display board to the ball

being scanned, among others. The formula for reliability is

𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑠𝑢𝑐𝑐𝑒𝑠𝑠
𝑅𝑒𝑙𝑖𝑎𝑏𝑖𝑙𝑖𝑡𝑦 = | | × 100
𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑇𝑟𝑖𝑎𝑙

3.4.2 Accuracy Testing

An accuracy test was performed to attain the correctness and precision of

the system. The proponents conducted an accuracy test in determining the

precision or validity of the values of the winning bingo card, and in verifying the

values. The formula for accuracy is

𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑀𝑒𝑎𝑠𝑢𝑟𝑒𝑑 𝑜𝑓 𝑡ℎ𝑒 𝑆𝑦𝑠𝑡𝑒𝑚 − 𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝐸𝑥𝑝𝑒𝑐𝑡𝑒𝑑


𝑃𝑒𝑟𝑐𝑒𝑛𝑡 𝐸𝑟𝑟𝑜𝑟 = | | × 100
𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝐸𝑥𝑝𝑒𝑐𝑡𝑒𝑑

Percent Accuracy : 100 - Percent Error

39
3.5 Testing Procedures

This part of the third chapter is a collection of tests ran to the different

components to verify the functions and performance of the proposed system. The

proponents assessed the efficiency of each module of a prototype such as the

microcontroller, servo motors, RFID system, LED, Motor blower, and the android

application.

3.5.1 Testing of Connection

Objective:

 To test the connection between the bingo machine and the android device

and to the player’s eligibility to continue the game

Materials:

 Bingo Machine

 Android Device

 Router

Procedure:

1. Plug-in bingo machine. The router should also be activated.

2. Enable Wi-Fi on Android devices.

3. Open the android application and select play.

4. Input username, then proceed.

5. Select number of cards and card option, then proceed to the main game:

40
a.) If the number of players already joined is less than 15, the

system/process should allow/connect the player to play. Mark Table 2 once

this procedure is made.

b.) If the number of players already joined is equal to 15, the 16th

player will not be able to join. Mark Table 3 once this procedure is made.

c.) If the number of players already joined is less 3, the game will not

proceed. Mark Table 4 once this procedure is made.

3.5.2 Testing for Generating of Virtual Cards

Objective:

 To test the application’s ability to generate the virtual cards, both

randomly generated by the system, and pre-defined values by the player

Materials:

 Android device

 Android Application

Procedure:

1. Open android application in the mobile phone.

2. Go to “Play” option.

3. Input username, then proceed.

4. Select number of playing cards.

5. Select card option:

a) Select “random “option for auto-fill of virtual bingo card numbers.

41
b) Select “customize” option for manual selection of virtual bingo

card numbers.

6. After selecting numbers for the virtual bingo cards, proceed. The card

generated should be the same for the next game procedure.

7. Repeat steps 1 to 4 on three devices until Table 5 is completed.

3.5.3 Testing for RFID – LED Component

Objectives:

 To test for an accurate and reliable determination of data

 To test for the LED’s response when data is received and test if it matches

with its corresponding LED light value

Materials:

 RFID Components

 RFID – integrated bingo balls

 Microcontroller

 LED display board

Procedure:

1. Connect RFID Scanner and LED display board to the microcontroller.

2. Tap each bingo ball to the RFID scanner. When read, corresponding LED

should respond by lighting up.

3. Repeat step 2 on all bingo balls until Table 6 is completed.

42
3.5.4 Testing for Winner Verification

Objective:

 To verify the accuracy of the winning cards with respect to the bingo ball

values drawn and the pattern played

Materials:

 Android Device

 Android Application

 Bingo Machine

Procedure:

1. Plug-in the bingo machine.

2. Enable Wi-Fi on Android devices.

3. Open the android application and select “play”.

4. Select playing pattern.

5. Select and input the requirements needed, then proceed.

6. Play the bingo game until a player acquires a winning pattern.

7. Put a check on the corresponding table if the winning player’s marked

card matches the stored data in the server and a prompt for the winner

confirmation appeared.

8. Repeat process to all patterns until testing Table 7 is complete.

43
3.5.5 Testing for the Winner Announcement

Objective:

 To notify players of the game status by having a preview/announcement of

the bingo winner to each connected device

Materials:

 Android Device

 Android Application

 Bingo Machine

Procedure:

1. Open the android application and select “play”.

2. Play the bingo game until someone acquires a winning pattern.

3. Put a check on the corresponding portion of Table 8 if all the connected

players received a notification of winner.

3.5.6 Testing for Data Recovery

Objective:

 To prevent and recover data loss of the game in the case of unexpected

power interruption

Material:

 Bingo Machine

Procedure:

1. While the game is ongoing, unplug the bingo machine.

2. Re-plug the bingo machine and mark Table 9.

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3.5.7 Testing of the Whole System

Objective:

 To test the function of the whole system

Materials:

 Android Application

 Automated Bingo Machine

Procedure:

1. Plug in the machine and wait for several seconds for the system to load.

2. Connect android device to the network.

3. For Server’s Application:

3.1 Load bingo server application.

3.2 Select desired pattern to be played.

4. For Player’s Application:

4.1 Load android application and enter desired username.

4.2 Select number of desired playing cards.

4.3 Select virtual cards option – random or desired.

4.4 Press proceed.

5. Wait for the others to be ready or until the countdown is finished.

6. Press the shuffle button beside the bingo machine.

7. Wait for a ball to be read and displayed.

8. Mark your card/s if a ball drawn matches a value.

9. Repeat steps 6 to 8 until the playing pattern is matched.

10. Press “Bingo” on the application if card matches the pattern.

45
11. Press “Reset” button to start the game all over again.

12. Repeat steps 1 to 11 until Table 10 is accomplished.

3.6 Design Constraints

3.6.1 Social

The Automated Bingo System created by the proponents is purely for

leisure intention and purposes only, meaning no money nor any type of betting is

involved in the game. Although the game bingo was delisted in the Philippine

Republic Act 9287 as an illegal gambling, playing bingo commercially may still

require legal permits coming from Local Government Units (LGU) and others.

3.6.2 Manufacturability

The prototype, specifically the bingo machine, requires considerable size

enough for the bingo LED board to be readable by the players and for all

components to fit within the case. The bingo balls should be lightweight and have

equal mass to be shuffled fairly inside the container. At the same time, the said

container should have dimensions that can cater 75 balls and should withstand the

air pressure from the blower. Additionally, the air blower’s alignment with the

ball container should be centered and precise for a directed and adequate air flow

than can properly shuffle and thrust up the bingo balls through the tube.

3.6.3 Sustainability

46
The proponents’ prototype has the players’ bingo card/s run in an android

software application. In this case, players’ android devices might require an up to

date android version so as to be capable of running the app’s version.

Simultaneously, playing the game within a good range of the prototype’s Wi-Fi

connection will allow players to connect to the whole system and get the best

performance out of the software. This may also avoid the lagging of the

application or any unintended termination of the game.

47
Chapter 4

RESULT AND DISCUSSION

The fourth chapter of this study shows the results, findings and discussion of

various testing methods presented in the previous chapter. It also explains the procedures

on how the proponents were able to obtain data.

4.1 Connectivity

The proponents prepared three types of testing in accommodating a player/device

to the system. A minimum of 3 players or devices and maximum of 15 players or devices

is required for the game to proceed.

4.1.1 Below 15 Players

The testing of android application for this experiment is for the

connectivity of the player to the database. The android application is designed to

accommodate a minimum of 3 players and a maximum of 15 players. The

proponents prepared 5 android devices to be tested together. The proponents

tested the reliability of the android application in accommodating the players.

48
Table 2—Connectivity (below 15 players)

Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%

Legend: ( ✓ ) – Successful ( ✖ ) – Unsuccessful

Analysis:

The proponents tested connecting a device to the system while there are

already three players waiting for the game to start. As a result all the joining

players/devices were able to join the game.

4.1.2 Above 15 players

The testing of android application for this experiment is for the

connectivity of the player to the database. The android application is designed to

accommodate 15 players at its maximum. If in case the number of connected

devices is already at 15, the 16th player will not be accepted to the game. The

proponents tested the reliability of the android application for limiting the number

of players.

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Table 3—Connectivity (above 15 players)

Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%

Legend: ( ✓ ) – Unsuccessful ( ✖ ) – Successful

Analysis:

The proponents tested connecting a device to the system while there are

already fifteen players waiting for the game to start. As expected, the 16th

player/device aspiring to join the game was not accommodated by the system.

4.1.3 Below 3 Players

The testing of android application in this experiment is to connect the

player in the database. The android application is designed to halt the game if the

number of registered players is less than 3. The proponents tested the reliability of

the android application with regards to starting the game.

50
Table 4—Connectivity (below 3 players)

Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%

Legend: ( ✓ ) – Unsuccessful ( ✖ ) – Successful

Analysis:

The proponents tested connecting a device to the system together with

another device. As a result, the system did not proceed to the game if it has less

than 3 players.

4.2 Generation of Virtual Cards

The testing of generating virtual cards is to make the android application be able

to provide bingo cards for the player. The virtual cards are classified into two options –

auto-generated virtual cards and customized cards. Auto-generated virtual cards are

randomly generated bingo card numbers of the android application. Customized cards are

the virtual cards preferred by the player beforehand. The proponents tested the reliability

of the android application in generating bingo cards involving plotting the random

numbers, and the customized ones.


51
Table 5—Generation of virtual cards

Trial Auto-Generated Manually


Generated
A B C A B C
1 ✓ ✓ ✓ ✓ ✓ ✓
2 ✓ ✓ ✓ ✓ ✓ ✓
3 ✓ ✓ ✓ ✓ ✓ ✓
4 ✓ ✓ ✓ ✓ ✓ ✓
5 ✓ ✓ ✓ ✓ ✓ ✓
6 ✓ ✓ ✓ ✓ ✓ ✓
7 ✓ ✓ ✓ ✓ ✓ ✓
8 ✓ ✓ ✓ ✓ ✓ ✓
9 ✓ ✓ ✓ ✓ ✓ ✓
10 ✓ ✓ ✓ ✓ ✓ ✓
Reliability
100% 100% 100% 100% 100% 100%
%

A – Device 1 B – Device 2 C – Device 3

Legend: ( ✓ ) – Successful ( ✖ ) – Unsuccessful

Analysis:

The test showed the capability of the system to generate virtual cards. The

proponents tested each device for ten times to generate the virtual cards on both auto-

generated and manually generated option. As a result, the system was able to produce

virtual cards accordingly.

4.3 Bingo ball detection

The proponents tested the RFID component where the bingo balls are attached

with RFID stickers, and are scanned by the RFID reader one by one every time the bingo

ball pops out of the ball container. Once the bingo ball sends the data of the value

52
corresponding to that bingo ball to the microcontroller, and then to the LEDs in the

board, the LED that corresponds to the bingo ball value will then be displayed on the led

board. This testing was done ten times on each bingo ball to measure the RFID

component's reliability.

Table 6—Bingo ball detection

Ball Trial Reliability %


# 1 2 3 4 5 6 7 8 9 10
1 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
2 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
3 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
4 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
5 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
6 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
7 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
8 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
9 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
10 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
11 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
12 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
13 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
14 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
15 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
16 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
17 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
18 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
19 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
20 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
21 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
22 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
23 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
24 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
25 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
26 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%

53
Table 6—Bingo ball detection (continued)

Ball Trial Reliability %


# 1 2 3 4 5 6 7 8 9 10
27 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
28 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
29 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
30 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
31 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
32 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
33 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
34 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
35 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
36 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
37 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
38 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
39 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
40 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
41 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
42 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
43 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
44 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
45 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
46 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
47 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
48 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
49 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
50 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
51 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
52 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
53 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
54 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
55 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
56 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
57 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
58 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
59 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
60 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%

54
Table 6—Bingo ball detection (continued)

Ball Trial Reliability %


# 1 2 3 4 5 6 7 8 9 10
61 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
62 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
63 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
64 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
65 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
66 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
67 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
68 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
69 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
70 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
71 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
72 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
73 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
74 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
75 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
Average Reliability: 100%

Legend: ( ✓ ) – Detected ( ✖ ) – Not Detected

Analysis:

The proponents tested each bingo ball to be read by the RFID scanner. Although

it took time before a ball is read in the actual ball shuffle, the LED board responded to its

equivalent value. Therefore, each bingo ball incorporated with RFID sticker tags was

read by the scanner and displayed on LED board.

55
4.4 Winner Verification

This testing covers the accuracy of verifying the winner by matching the winner’s

playing card to the pattern being played, checking whether the marked bingo values are

correct. The proponents tested winning the 5 patterns: Blackout/Full-house, Diagonal,

Four corners, Big X, and Outside edge, for ten times.

Table 7—Winner verification

Winning Pattern
Trial
# Black- Diagonal Diagonal 4 Big X Edge
out -/ -\ corners
1 ✓ ✓ ✓ ✓ ✓ ✓
2 ✓ ✓ ✓ ✓ ✓ ✓
3 ✓ ✓ ✓ ✓ ✓ ✓
4 ✓ ✓ ✓ ✓ ✓ ✓
5 ✓ ✓ ✓ ✓ ✓ ✓
6 ✓ ✓ ✓ ✓ ✓ ✓
7 ✓ ✓ ✓ ✓ ✓ ✓
8 ✓ ✓ ✓ ✓ ✓ ✓
9 ✓ ✓ ✓ ✓ ✓ ✓
10 ✓ ✓ ✓ ✓ ✓ ✓
Ave.
100% 100% 100% 100% 100% 100%
Accuracy %

Legend: ( ✓ ) – Successful ( ✖ ) – Unsuccessful

Analysis:

The proponents tested winnings on each pattern for several times. The output is

that when a player presses ‘Bingo’, the application compares the player’s input to the

system’s data of the pattern being played. Then, it will consequently verify whether

56
he/she won. Otherwise, the player will be informed and be prompted to continue on with

the game. Table 8 shows that the accuracy of comparing a winning bingo card to the data

drawn is at its maximum in all patterns.

4.5 Winner Announcement

In this experiment, the proponents tested the android application’s performance

regarding the notification on all players’ devices of the winning player’s device. Once a

player sends ‘Bingo’, that player will be notified regarding the confirmation, and at the

same time, a notification will be sent to all other players. The proponents tested winning

on each device, one at a time, while all ten devices were connected to the game.

Table 8—Winner Announcement

Trial Device Reliability %


# 1 2 3 4 5 6 7 8 9 10
1 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
2 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
3 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
4 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
5 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
6 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
7 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
8 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
9 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
10 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
Average Reliability: 100%

Legend: ( ✓ ) – Successful ( ✖ ) – Unsuccessful

57
Analysis:

The proponents tested the game on 10 devices. Considering that one of the

devices is the winner’s, all connected devices were notified about it.

4.6 Recovery of data

The proponents tested the system’s capability to retrieve data to prevent data loss

and ensure continuity and reliability of the Automated Bingo System. If in case there was

an interruption in the supply of electricity, the data regarding the present state of the LED

board and the database should be recovered. The proponents tested the bingo machine by

suddenly unplugging the device during an actual game.

Table 9—Recovery of data

Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%

Legend: ( ✓ ) – Recovered ( ✖ ) – Unrecovered

58
Analysis:

The proponents unplugged the bingo machine ten times, and each time, the

previous state of the game was recovered and resumed. This testing involved the sudden

power interruption/ involuntary disconnection to the power source.

4.7 Testing of the Whole System

In this experiment, the proponents tested the android application’s performance

regarding notification on 6 different android devices— 1 for the winning player and 5 for

the other players— which are to be checked for announcement. The proponents tested

winning on each device, one at a time.

Table 10—Testing of the whole system

Procedure Trial R

1 2 3 4 5 6 7 8 9 10

Did the machine power on? ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%

Did the tablet server open? ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%

Was the selection of playing


✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
pattern successful?
Did the android application
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
open?
Was connecting the
application and machine ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
(network) successful?
Did the selected number of
playing cards match to the ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
output?

59
Table 10—Testing of the whole system (continued)

Procedure Trial R

1 2 3 4 5 6 7 8 9 10

Was the application able to


✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
generate random cards?
Did the application allow
the player to input his own ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
card numbers?
Was connecting the
application and machine ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
(server) successful?
Does the shuffle button of
the machine work ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%
properly?
Was the RFID able to read
✖ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 90%
a ball?
Did the LED board
✖ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 90%
respond?
Did the servo motors 90%
✖ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
respond?
Was the device able to 90%
✖ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
verify the winner?
90%
Were the players notified? ✖ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓

Did the reset button work? ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 100%

Didthe android game work


✖ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ 90%
accordingly?
Average Reliability 96.47%

Legend: ( ✓ ) – Successful ( ✖ ) – Unsuccessful

R – Reliability

60
Analysis:

The proponents tested the system as a whole, and every component that

responded to the chain of commands was noted. Also, the procedure in Table 11 was

simply the step-by-step process of the game. Moreover, the procedure was repeated ten

times and every time, it generated the expected outcome, Thus, the test validated the

reliability of the system.

61
Chapter 5

CONCLUSION

The fifth chapter of this study discusses the conclusions based on the results, and

hence, the analyses were further elaborated and expounded.

The rationale of this study is to turn the classic bingo game into a fully automated

bingo machine to innovate it further to serve recreational purposes appropriate in this

digital age. Thus, the proponents ensured that the system performs at its best

Several tests were done to guarantee that the system works according to the

specifications in this document. However, there might still be remaining issues that will

affect the system’s performance such as human errors from players and the moderator.

Connecting 3 to 15 players in the android application will start the game and

consequently connect the machine to the software application to send and receive data to

the android device, allowing connectivity of the bingo machine and the android

application.

Then, by having players navigate the android application and choose between

auto-generated or customized bingo cards, the proponents concluded that the system has

a reliable navigation and generation of virtual cards.

Also, the functionalities of the shuffle button where bingo balls are randomly

shuffled and drawn by the machine were also tested. Relatively, the proponents have also

observed the equivalent value of bingo balls when a ball is drawn by the machine. After

reading the values of bingo balls, the corresponding LEDs reflected on the display board.

62
The proponents then set up players to play until a player taps ‘bingo’. The system

verified if the values marked and pattern formed by that player are identical with the data.

Once the android application detected and verified the winner, all players were notified

about it. Also, by suddenly unplugging and plugging back the power source of the

system, the proponents have therefore tested the system’s capability to prevent data loss.

Upon testing the functionality of the whole system, the proponents encountered an

error in the first trial wherein the RFID scanner was unable to detect the ball. The

inability to detect a ball resulted to an average reliability percentage of 96.47. Therefore,

the proponents concluded that the complexity of the program of the RFID scanner

affected its function. To solve the problem, the program itself was simplified, and thus;

enabling the succeeding trials to continue without errors.

In totality, the proponents have surpassed the standard 90% reliability percentage

for automated bingo system. The system is fully functional and can be used by all

people, of all ages, without the concern of wrong announcement of winner due to human-

caused and related errors since the purpose of this study is to create a bingo game system

which operates with increased accuracy and reliability.

63
Chapter 6

RECOMMENDATIONS

After a series of experiments conducted to test the reliability and accuracy of the

system, the proponents have formulated several recommendations.

For the connection of the bingo machine and android application, an upgrade to

the system's compatibility to various OS platforms, and provision of a real-time

communication between the server and the application, are suggested.

In generating and navigating virtual bingo cards, customizing the numbers in the

card has been and is time-consuming; hence, future researchers are advised to consider

creating a drag-and-drop selection of numbers method for the custom module to lessen

the navigation time allotted for generating virtual cards.

The main factor that is noticeable in terms of the performance of the whole

system is the design of the prototype casing itself. The prototype casing can be enhanced

in such a way that the air produced by the blower motor would result in an easier

shuffling and drawing of the ball.

In terms of the bingo ball detection, the proponents were able to acquire various

alternatives that can help reduce the reading time of the values of the ball detected, so

they recommend using a lower frequency RFID scanner to widen the reading range or an

Image processing technique. Image processing converts image captured into digital form

and allows application of methods or tasks on the detection process. An optical scanner

can also be used instead of the RFID scanner.

64
Furthermore, the proponents would also like to recommend the improvement on

the quality of the LED board and the LED’s circuit through using ICs to minimalize the

pins used in the microcontroller or by simply using a digital screen.

For the improvement of bingo announcement, the proponents suggest the use of

speaker or audio announcement in replacement to the buzzer so that the players could

easily distinguish the drawn bingo ball value even though the player is not looking

directly in the machine or if he or she is in a location wherein the LED display board is a

blind spot.

Moreover, the future researchers may consider using IoT to update the system

online and to add an uninterruptable power supply (UPS) for better data security. Lastly,

they can make the design and size of the prototype casing more compact and portable for

easier and more convenient transportability.

65
REFERENCES

[1] M. Bellis. (2017, April 21). Bingo – history of the game [Online].
Available: https://www.thoughtco.com/history-of-bingo-4077068
[2] (n.d.). How to play bingo [Online]. Available:
http://www.wikihow.com/Play-Bingo
[3] (2014, January 5). The positive effects bingo on the brain [Online].
Available: http://thebingoblogger.com/the-positive-effects-of-bingo-on-
the-brain/.
[4] D. Ramos and E. Folmer. “Supplemental sonification of a bingo game,”
undergraduate thesis, Univ. of Nevada, 2011.
[5] G. Weingardt, et al., “Gaming system with bingo progressive plug-in,”
U.S. Patent 9 600 962, March 21, 2017
[6] C. Lind, et al., “Game play sequence for bingo gaming systems,” U.S.
Patent 0 101 370, May 12, 2005.
[7] H. Alamäki, “Database management method and RFID system,” European
Patent 2 407 909, January 18, 2012.
[8] D. Harris, “Devices and methods for playing electronic bingo game,” U.S.
Patent 7 892 085, February 22, 2011.
[9] J. A. Santini Jr., “Method and apparatus for identifying a winner in a
bingo game,” U.S. Patent 6257980, December 24, 1998.
[10] W. Odom, “Electronic bingo game and method,” U.S. Patent 6 581 935,
June 24, 2003.
[11] D. Forman and R. White., “Wireless multiple server gaming system
having customizable user interface features,” U.S. Patent 0180712,
September 16, 2004.
[12] Gaming Site Regulatory Manual (Bingo Games), Version 2.0, Philippine
Amusement and Gaming Corp., PH, 2015, pp. 101–128.
[13] R. L. De Jesus, et al., “Zigbee and RFID-based inventory system for
TCCK industrial company,” undergraduate thesis, Gokongwei College of
Eng., De La Salle Univ., Manila, Philippines, 2009.
[14] F. G. Marcial and G. A. Paraiso, “A study on the Philippine lotto system,”
undergraduate thesis, College of Educ., De La Salle Univ., Manila,
Philippines, 1996.
[15] M.C. Acosta, et al., “Wi-Fi-based educational audio-streaming embedded
system,” undergraduate thesis, Gokongwei College of Eng., De La Salle
Univ., Manila, Philippines, 2010.

66
[16] N. E. Alcancia, et al., “Electronic ferry boarding pass using RFID,”
undergraduate thesis, Gokongwei College of Eng., De La Salle Univ.,
Manila, Philippines, 2011.
[17] N. E. Agra, et al., “Implementation of voice control in games using
raspberry pi,” undergraduate thesis, Gokongwei College of Eng., De La
Salle Univ., Manila, Philippines, 2014.

67
APPENDICES

APPENDIX A

Schematic Diagrams

68
Figure 10—MCU Pin Configuration

69
Figure 11—Relay-blower Pin Configuration

Figure 12—Relay-bulb Pin Configuration

70
APPENDIX B

Project Cost

71
Table 11—Project components and cost

Quantity Materials Unit Cost (PhP) Total Cost (PhP)


80 LED 10.00 800.00
80 Resistors 0.50 40.00
75 Pingpong balls 3.00 225.00
1 Blower Motor 1200.00 1200.00
1 Arduino Mega 998.00 998.00
1 Wireduino 760.00 760.00
1 RFID RC522 module 185.00 185.00
75 RFID Sticker tags 20.00 1500.00
6 Relay Module 90.00 540.00
3 Servo motor 195.00 555.00
1 LM2596 105.00 105.00
1 Obstacle Sensor 55.00 55.00
1 DC Power Supply 800.00 800.00
Sintra board 90.00 270.00
Wires 500.00 500.00
2 Buttons 80.00 160.00
1 Router 2000.00 2000.00
1 Tablet 3500.00 3500.00
Total: 14, 193.00

72
APPENDIX C

User’s Manual

73
USER’S MANUAL

Automated Bingo System is primarily used for recreation. Thus, one needs to know how

to properly use the system to maximize the enjoyment that it can bring. This user’s

manual will help users of the system to correctly operate the entire device.

Things to remember before operating the system:

 Make sure that the connection is properly configured and the system has a

stable power source.

 Ensure that the system, specifically the machine, is away from water.

 Ensure that the sensors are properly attached.

For the PLANET BINGO machine

1. Plug the machine to the outlet/power source and wait for the system to

load.

2. For Server’s Application:

2.1 Load bingo server application. (Desktop – “Bingo GUI”)

2.2 Select desired pattern to be played.

3. Wait for players to be ready, and then start the game.

4. Once the game starts, press the ‘shuffle’ button beside the bingo machine

to start shuffling the ball.

5. Wait for a ball to be drawn, detected and announced.

74
6. Once the ball is dispensed, repeat steps 4 and 5 until a player wins the

game.

7. Press ‘reset’ button to start the game all over again

For the PLANET BINGO Application:

1. Connect android device to the PLANET BINGO machine.

2. Select PLAY button.

3. Register username and press proceed.

4. Select number of desired playing cards.

5. Select desired playing card option.

- Random : for random set of numbers

- Customized : for preferred set of numbers

6. Press proceed and enter the IP address provided for the game.

7. Wait for others to be ready.

NOTE: Once a ball is drawn, mark the number that corresponds to the drawn

number. Stay alert! The first player to complete the pattern wins!

75
APPENDIX D

Gallery

76
Figure 13—Actual Bingo Machine

Figure 14—RFID Tag Testing

77
Figure 15—Bingo Balls

Figure 16—Bingo Android Application

78
Figure 17—Bingo Connectivity – 15 devices connected

79
Figure 18—Bingo Machine LED board

Figure 19—Proponents with the prototype

80
Figure 20—Proponents with Thesis Adviser and prototype

81
APPENDIX E

Proponents’ Profile

82
MARC IVAN DAVE S. CATIPON
BS Computer Engineering

009 Sitio Matatag, Western Bicutan,


Taguig City
0906 494 3462
catiponmarc@gmail.com

OBJECTIVE
To be able to apply my skills and knowledge in the field of computer engineering to
fill the internship role in your company

EDUCATIONAL BACKGROUND
Tertiary 2013 – 2019 FEU Institute of Technology
Bachelor of Science in Computer Eng’g
Sampaloc, Manila

Secondary 2009 – 2013 Fort Bonifacio High School


West Rembo, Makati City

Primary 2003 – 2009 Cembo Elementary School


Cembo, Makati City

SKILLS AND QUALIFICATIONS


 Knowledgeable on Microsoft Office, Adobe Photoshop, AutoCAD, Visual
Basic, Cisco Networking, Video Editing, Linux Operating System, Arduino,
C++ Programing Language, network security
 Hardworking, can handle pressure, Trustworthy and Passionate of doing work

SEMINARS AND WORKSHOP


 CPEYESTA: IoT (Internet of Things) 2017
 Zilong Microcontroller: Seminar and hands-on-training 2017
 Bridging Gaps Through Networks 2017
 Information Security 101 2017
 Raspberry Pi 3 and Python Programming 2017
 Ethical Hacking 2015

83
ACHIEVEMENTS, CERTIFICATIONSAND AWARDS
 Created an Automated Bingo System thesis prototype 2018
 Created an Audio Amplifier 2017
 Created a Hodorator: An Arduino-based Door Lock System 2017
 Created a PWU School of Nursing Alumni Record Tracker 2017
 CCNA R&S: Routing and Switching 2017
 CCNA R&S: Introduction to Networking 2016
 Created a Step-down Power Supply project 2016
 1st Place in Triple R contest 2015

AFFILIATIONS
FEU Computer Engineering Organization (CpEO)
Member, 2013 - 2015, 2017 - Present

INTERESTS
 Playing volleyball
 Playing Guitar
 Basketball
 Photography / Video Editing
 Playing Computer games

PERSONAL INFORMATION
Birthdate : May 8, 1997
Age : 21
Civil Status : Single
Religion : Roman Catholic
Citizenship : Filipino

CHARACTER REFERENCE
Maribel A. Misola
Full-time Faculty, Computer Engineering Department
FEU Institute of Technology
mamisola@feutech.edu.ph
09235489899

Ricky C. Sandil
Asst. Professor I, Computer Engineering Department
FEU Institute of Technology
rcsandil@feutech.edu.ph
09238794894

84
NELSON BOADO LOPENA JR.
BS Computer Engineering
Blk 8 Lot 25, Filbert St. Marina Heights, Lakefront
Sucat, Muntinlupa City
0926 0521563
lopenanj25@gmail.com

OBJECTIVE
To look for a job that would best fit my qualifications and be able to apply my
knowledge and experience in developing projects with efficiency and quality

EDUCATIONAL BACKGROUND
Tertiary 2013 – 2019 FEU Institute of Technology
Bachelor of Science in Computer Eng’g
Sampaloc, Manila

Secondary 2009 – 2013 Miraculous Medal School


Sucat, Muntinlupa City

Primary 2005 – 2009 Our Lady of The Lake School


Cupang, Muntinlupa City

2003 – 2005 Sucat Elementary School


Sucat, Muntinlupa City

SKILLS AND QUALIFICATIONS


 Trustworthy and has an ability to handle pressure
 Self-motivated and can work in a team
 Knowledgeable in Microsoft Office, Adobe Photoshop, Notepad++, AutoCAD,
MultiSim, Visual Basic, CiscoRouting & Switching, Packet Tracer
 Knowledgeable in Programming (Dev C++, Linux OS, Windows OS, Arduino
IDE, BASIC stamp)

SEMINARS AND WORKSHOP


 The Next Great Leap: Robotics 2017
 Bridging Gaps through Networks 2017
 Zilog Microcontroller: Seminar and Hands-on Training 2017
 Internet of Things 2017
 Unleashing the Power of IoT Devices 2017

85
 Information Security 101 2017
 Raspberry Pi 3 and Python Programming 2017
 Linux Fundamentals 2017
 Rebuilding Resilience through Technology 2017

ACHIEVEMENTS, CERTIFICATIONSAND AWARDS


 Created an Automated Bingo System thesis prototype 2018
 2nd Runner-up – Mythical 6,
CPEYESTA: ICPep.se – NCR Chapter Volleyball Intramurals 2018
 nd
2 Runner-up,
CPEYESTA: ICPep.se – NCR Chapter Volleyball Intramurals 2017
 Created an Audio Amplifier 2017
 Created a Hodorator: An Arduino-based Door Lock System 2017
 Created a PWU School of Nursing Alumni Record Tracker 2017
 CCNA R&S: Routing and Switching 2017
 CCNA R&S: Introduction to Networking 2016
 Created a Step-down Power Supply project 2016
 Champion, CpEO Amazing Race 2015
 1st Runner-up, Juan Tanong: Inter-program Historical Quiz Bee 2015
 Champion, Juan Tanong: Inter-program Historical Quiz Bee 2014
 2ndRunner-up, Pili-Pinas: Juan Voyage 2014

AFFILIATIONS
FEU Computer Engineering Organization (CpEO)
Member, 2013 - 2015, 2017 - Present

Institute of Computer Engineers of the Philippines – Student Ed. (ICpeP.se)


Member, 2016 - Present

INTERESTS
 Playing volleyball
 Photography and Video Editing
 Volunteering (Gift-giving, Tree Planting)
 Travelling
 Cooking / Baking

86
PERSONAL INFORMATION
Birthdate : August 25, 1997
Age : 20
Civil Status : Single
Religion : Roman Catholic
Citizenship : Filipino

CHARACTER REFERENCE
Maribel A. Misola
Full-time Faculty, Computer Engineering Department
FEU Institute of Technology
mamisola@feutech.edu.ph
09235489899

Jammy Jamasali
Full-time Faculty, Asst. Director, Computer Engineering Department
FEU Institute of Technology
jammy.jamasali@gmail.com

87
DIANNE LOUISE J. PAGUIO
BS Computer Engineering

92 Nat. Road, Panilao, Pilar, Bataan


0906 389 5583
diannelouise0819@gmail.com

OBJECTIVE
To obtain a position that will permit the utilization of my skills and knowledge to
maximize company potential while developing competency

EDUCATIONAL BACKGROUND
Tertiary 2013 – 2019 FEU Institute of Technology
Bachelor of Science in Computer Eng’g
Sampaloc, Manila

Secondary 2009 – 2013 Tomas Del Rosario College


San Jose, Balanga City, Bataan

Primary 2007 – 2009 Bataan Christian School


Panilao, Pilar, Bataan

2003 – 2007 Asia Pacific College of Advanced


Studies
Ibayo, Balanga City, Bataan

ELIGIBILITY
 Certified Civil Service Passer-Professional granted April of 2016

SKILLS AND QUALIFICATIONS


 Knowledge of Microsoft Office, Adobe, Multisim, Notepad++, AutoCAD, and
Dev C++ applications
 Knowledge in C, C++, JavaScript, Visual Basic, Database (SQL Developer),
Basic STAMP, Linux OS, Windows OS, and Arduino programming
 Building Arduino based prototypes

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SEMINARS AND WORKSHOP
 “The Next Great Leap: Robotics” 2017
 “Bridging Gaps Through Networks” 2017
 “Information Security 101” 2017
 “Raspberry Pi 3 and Python Programming” 2017
 “Linux Fundamentals” 2017
 “Zilog Microcontroller: Seminar and Hands-on Training” 2017
 “Internet of Things” 2017
 “Unleashing the Power of IoT” 2017
 “Rebuilding Resilience Through Technology” 2017

ACHIEVEMENTS, CERTIFICATIONSAND AWARDS


 Created an Automated Bingo System thesis prototype 2018
 2nd Runner-up,
CPEYESTA: ICPep.se – NCR Chapter Volleyball Intramurals 2018
 Champion, PINASayaw (Cultural Dance): Inter-program Competition 2017
 Created an Audio Amplifier 2017
 Created a Hodorator: An Arduino-based Door Lock System 2017
 Created a PWU School of Nursing Alumni Record Tracker 2017
 CCNA R&S: Routing and Switching 2017
 CCNA R&S: Introduction to Networking 2016
 Created a Step-down Power Supply project 2016
 Champion, CpEO Amazing Race 2015
 1st Runner-up, Juan Tanong: Inter-program Historical Quiz Bee 2015

AFFILIATIONS
FEU Computer Engineering Organization (CpEO)
Member, 2013 - 2015, 2017 - Present

Institute of Computer Engineers of the Philippines – Student Ed. (ICpeP.se)


Member, 2017 - Present

INTERESTS
 Reading
 Photography and Video Editing
 Volunteering

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PERSONAL INFORMATION
Birthdate : August 19, 1997
Age : 20
Civil Status : Single
Religion : Roman Catholic
Citizenship : Filipino

CHARACTER REFERENCE
Maribel A. Misola
Full-time Faculty, Computer Engineering Department
FEU Institute of Technology
mamisola@feutech.edu.ph
09235489899

Jammy Jamasali
Full-time Faculty, Asst. Director, Computer Engineering Department
FEU Institute of Technology
jammy.jamasali@gmail.com

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APPENDIX F

Grammarian’s Certificate

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APPENDIX G

Grammarian’s Profile

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APPENDIX H

Data Sheets

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96
97
98
99
100
101
102
WIREDUINO SCHEMATIC DIAGRAM

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Wireduino

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SERVO MOTOR SCHEMATIC DIAGRAM

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RFID RC522 MODULE

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107
108
109
110
111
LM2596 – DC TO DC CONVERTER SCHEMATIC DIAGRAM

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INFRARED OBSTACLE SENSOR MODULE

Pin, Control Indicator Description

VCC 3.3 to 5 Vdc Supply Input

GND Ground Input


Output that goes low
OUT
when obstacle is in range
Illuminates when power is
POWER LED
applied
Illuminates when obstacle
OBSTACLE LED
is detected
Adjust detection distance.
DISTANCE ADJUST CCW decreases distance.
CW increases distance
IR EMITTER Infrared emitter LED
Infrared receiver that receives signal transmitted
IR RECEIVER
by Infrared emitter.

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