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APPROVAL AND ACCEPTANCE SHEET
The thesis entitled “Automated Bingo Machine” prepared and submitted by:
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.
Date
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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
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
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
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
Again, to everyone whom we owe so much the success of this endeavor, thank
you.
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TABLE OF CONTENTS
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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
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LIST OF FIGURES
Figure 20—Proponent’s Photo with Thesis Adviser with the prototype ....................92
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LIST OF ABBREVIATIONS
IP – “Internet Protocol”
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ABSTRACT
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
Presented below includes the proposal solution that addresses the current
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 –
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
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]
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
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
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
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
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
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
To perform several experiments and test the accuracy of the bingo system
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
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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
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
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
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
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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
standard.
Big X It is a pattern played in the game, bingo, wherein the player should
the winner.
Blackout It is a pattern played in the game, bingo, wherein the player should
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E-Bingo It is also known as “Electronic Bingo”. It pertains to a modified
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.
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
gambling, strategy, and skills, rooted on the players’ bet that they
consistently well.
connections.
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used to create personal area networks with low-cost, low-power
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Chapter 2
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.
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”,
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.
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.”
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
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
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
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
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
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
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
sequences per second while it is being updated and thus grant (or deny) access if
interruptions.
A study about bingo gaming machine and methods for playing was done
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
with software instructions such as controlling the display, the interface, and the
random generator.
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
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
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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
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
compared.
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
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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.
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
customizing the playing area, number display, backgrounds, and other areas of the
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graphical display. The device provides a scanner for input of user-provided device
and multiple gaming via servers that provides efficient connection and security.
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
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
terminals and all interface elements that function collectively linking the
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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
system in the Philippines. Versions of the game that were not mentioned in this
gaming sites.
Company
for TCCK Industrial Company that will update their database real time without
the product displacement and with less human intervention. The component
system and a software application. The project created involves the usage of
in the inventory. On the other hand, the ZigBee was utilized to transport data
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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
With the use of our system, the company can speed up the inventory process.”
Marcial and Paraiso. According to [14], “Lottery involves the act of choosing a
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
winning digits are fair and unbiased and be able to discover possible arrangements
By doing this study, the researchers intended for the risk-takers to improve
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2.2.4 Wi-Fi Based Educational Audio-Streaming Embedded System
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.
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
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.
bookmarking feature, APIs, drivers, an operating system, and a GUI for the
system’s operation.
the microcontroller and affirmed that “The device is successfully able to stream
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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.
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
2.3 Synthesis
Foreign Literature
progressive jackpot. The inventor’s idea of the machine promotes the sharing of
proposal of automated bingo system because it links the playing devices for the
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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,
play bingo. The idea of adding a module to limit the number of joining players is
minimize the playing time. The system invented also declares the winner of the
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
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
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and playing methods, specifically the generating of bingo cards for the player, is
seen to be of relevance.
The study stated in [9] is a concept of identifying the bingo card is similar
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
Interface Features
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.
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Local Literature
The manual created, compiled, and legalized by the Gaming Licensing and
Corporation), is a book of regulations and standards for the game bingo in the
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
Company
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.
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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
relevant to the proponents’ bingo system where both involve unbiased drawing of
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
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.
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2.3.13 Implementation of Voice in Games Using Raspberry Pi
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
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
SIMILARITIES DIFFERENCES
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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
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
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3.2 System Flowchart
The system flowchart presents the whole and detailed process undertaken by the
The automated bingo machine will start its operation the moment the
power is switched on, activating the microcontrollers and the Wi-Fi connectivity.
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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
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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.
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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
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3.2.5 Winner Verification and Reset Process System Flow
the system flow on how the automated bingo machine will respond when the reset
button is pressed.
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3.2.6 Graphical User Interface System Flow
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
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3.3 Proposed System
Hardware System
3.3.1 Microcontroller
proponents used a microcontroller to control and connect all modules to unify all
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.
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
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3.3.4 Display Module
The display module’s main function is showing the output in the LED
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
Software System
3.3.6 Database
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.
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3.3.7 Android Application
interaction to the android application that will be used for selecting patterns and
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
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
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System Development
system based on the brainstormed ideas, as well as the design, requirements, and
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.
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3.4 Treatment of Data
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
𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑠𝑢𝑐𝑐𝑒𝑠𝑠
𝑅𝑒𝑙𝑖𝑎𝑏𝑖𝑙𝑖𝑡𝑦 = | | × 100
𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝑇𝑟𝑖𝑎𝑙
precision or validity of the values of the winning bingo card, and in verifying the
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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
microcontroller, servo motors, RFID system, LED, Motor blower, and the android
application.
Objective:
To test the connection between the bingo machine and the android device
Materials:
Bingo Machine
Android Device
Router
Procedure:
5. Select number of cards and card option, then proceed to the main game:
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a.) If the number of players already joined is less than 15, the
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
Objective:
Materials:
Android device
Android Application
Procedure:
2. Go to “Play” option.
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b) Select “customize” option for manual selection of virtual bingo
card numbers.
6. After selecting numbers for the virtual bingo cards, proceed. The card
Objectives:
To test for the LED’s response when data is received and test if it matches
Materials:
RFID Components
Microcontroller
Procedure:
2. Tap each bingo ball to the RFID scanner. When read, corresponding LED
42
3.5.4 Testing for Winner Verification
Objective:
To verify the accuracy of the winning cards with respect to the bingo ball
Materials:
Android Device
Android Application
Bingo Machine
Procedure:
card matches the stored data in the server and a prompt for the winner
confirmation appeared.
43
3.5.5 Testing for the Winner Announcement
Objective:
Materials:
Android Device
Android Application
Bingo Machine
Procedure:
Objective:
To prevent and recover data loss of the game in the case of unexpected
power interruption
Material:
Bingo Machine
Procedure:
44
3.5.7 Testing of the Whole System
Objective:
Materials:
Android Application
Procedure:
1. Plug in the machine and wait for several seconds for the system to load.
45
11. Press “Reset” button to start the game all over again.
3.6.1 Social
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
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
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
47
Chapter 4
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
4.1 Connectivity
48
Table 2—Connectivity (below 15 players)
Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%
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
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.
49
Table 3—Connectivity (above 15 players)
Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%
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.
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
50
Table 4—Connectivity (below 3 players)
Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%
Analysis:
another device. As a result, the system did not proceed to the game if it has less
than 3 players.
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
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
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.
53
Table 6—Bingo ball detection (continued)
54
Table 6—Bingo ball detection (continued)
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
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
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 %
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
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.
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.
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
Trial Remarks
1 ✓
2 ✓
3 ✓
4 ✓
5 ✓
6 ✓
7 ✓
8 ✓
9 ✓
10 ✓
Reliability % 100%
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
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
Procedure Trial R
1 2 3 4 5 6 7 8 9 10
59
Table 10—Testing of the whole system (continued)
Procedure Trial R
1 2 3 4 5 6 7 8 9 10
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
61
Chapter 5
CONCLUSION
The fifth chapter of this study discusses the conclusions based on the results, and
The rationale of this study is to turn the classic bingo game into a fully automated
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
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
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;
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
63
Chapter 6
RECOMMENDATIONS
After a series of experiments conducted to test the reliability and accuracy of the
For the connection of the bingo machine and android application, an upgrade to
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 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
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
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
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
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
70
APPENDIX B
Project Cost
71
Table 11—Project components and cost
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.
Make sure that the connection is properly configured and the system has a
Ensure that the system, specifically the machine, is away from water.
1. Plug the machine to the outlet/power source and wait for the system to
load.
4. Once the game starts, press the ‘shuffle’ button beside the bingo machine
74
6. Once the ball is dispensed, repeat steps 4 and 5 until a player wins the
game.
6. Press proceed and enter the IP address provided for the game.
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
77
Figure 15—Bingo Balls
78
Figure 17—Bingo Connectivity – 15 devices connected
79
Figure 18—Bingo Machine LED board
80
Figure 20—Proponents with Thesis Adviser and prototype
81
APPENDIX E
Proponents’ Profile
82
MARC IVAN DAVE S. CATIPON
BS Computer Engineering
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
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
85
Information Security 101 2017
Raspberry Pi 3 and Python Programming 2017
Linux Fundamentals 2017
Rebuilding Resilience through Technology 2017
AFFILIATIONS
FEU Computer Engineering Organization (CpEO)
Member, 2013 - 2015, 2017 - 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
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
ELIGIBILITY
Certified Civil Service Passer-Professional granted April of 2016
88
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
AFFILIATIONS
FEU Computer Engineering Organization (CpEO)
Member, 2013 - 2015, 2017 - Present
INTERESTS
Reading
Photography and Video Editing
Volunteering
89
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
90
APPENDIX F
Grammarian’s Certificate
91
92
APPENDIX G
Grammarian’s Profile
93
94
APPENDIX H
Data Sheets
95
96
97
98
99
100
101
102
WIREDUINO SCHEMATIC DIAGRAM
103
Wireduino
104
SERVO MOTOR SCHEMATIC DIAGRAM
105
RFID RC522 MODULE
106
107
108
109
110
111
LM2596 – DC TO DC CONVERTER SCHEMATIC DIAGRAM
112
INFRARED OBSTACLE SENSOR MODULE
113