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Improvised Wheel Deal Machine
Improvised Wheel Deal Machine
Improvised Wheel Deal Machine
CHAPTER 1
1.1 Introduction
Over the years, we all know that technology has been growing fast. One of
the evidences of the rising demand of technology is the creation of the arcade
games.
The arcade game had its root in 1909, when Skee-Ball, one of the first
redemption games, was invented and patented by Joseph Fourestier Simpson.
(Jake Rossen, 2017)The objective of the game is to collect as many points as
possible by having the ball fall into holes in the rings which have progressively
increasing point values.
In fact, according to Alicia Blanda 2018, arcade gaming has inherent a lot
of health benefits for both children and adults. It improves cognitive abilities,
reflexes and muscle memories, reduces stress and depression, and curbs
cravings and helps reduce weight.
Coin-operated and redemption game operators strive hard to the most up-
to-date technology to remain competitive. Currently, machines with swipe card
mechanisms and paper redemption ticket dispensers are offered in certain
venues.
Redemption games are typically arcade games of skill that rewards the
player proportionally to their score in the game. The reward most often comes in
the form of tickets, with more tickets being awarded for higher scores. These
2
tickets can then be redeemed at a central location for prizes. (Definitions Net
2019)
The device that the researchers are conducting relates to the redemption
game device in which directly displays and dispenses merchandise, rather than
dispensing tickets which are then redeemed for prizes. Redemption games can
be seen as a modern successor to carnival games, as the same general
principles apply.
1
https://www.wired.com/2014/05/arcade-history/?fbclid=IwAR0HIBLEeo0-
IH1jwW6MKCXOH8Ix1qycwBlrLo44HPzKyUhWTRWbIxHOQvE
http://mentalfloss.com/article/93253/history-skee-ball?fbclid=IwAR1D7tcKQAGNcuN-
tzr5nZkyn1AyEc0z0jllj5r3nqOt4HAOklxZF_k73ao
https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-
for-amusement-only?fbclid=IwAR0k7JnToRE7Cae7ZZ1FGnJpOyBfxKGLAxNAg9WP-
He60oqfYpPPJ_mUUic
3
Redemption games are typically arcade games of skills that reward the
player proportionally to their score in the game. The reward most often comes in
the form of tickets being awarded for higher scores. These tickets can be redeem
(hence the name) at a central location for prizes. It used Probability theory, a
branch of mathematics concerned with the analysis of random phenomena. The
outcome of a random event cannot be determined before it occurs, but it may be
any one of several possible outcomes. The actual outcome is considered to be
determined by chance, that`s why the proponents come up with the idea of the
Wheel Deal. Wheel Deal is considered as a kind of redemption game.
Redemption games of the prior art, while enjoyable, are rather simple
games and such, often lead to rapid player boredom. This is undesirable in an
arcade environment where revenues are directly related to the continuous,
repeated use of the games.
PLAYER An infrared
The player sensor will now
will insert a detect the coin.
coin into the
game.
The rotating
playfield will
set the coin to
The coin will
rest at the end
slide down to
of its sides. If it landed on
the coin
ramps. the jackpot
prize, the
player will now
receive the
prize.
It will now
fall to the
rotating
playfield.
Research Paradigm of
The researchers aims to innovate the old Wheel Deal Machine into
something more fun and exciting by adding instant prizes unlike the old Wheel
Deal that only dispenses tickets. The researchers expect that this device will
become effective and efficient to play.
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Scope
The Wheel Deal Machine will have a sensor that can automatically
dispense prizes when drop into the jackpot prize. IR sensor circuit will determine
if the one peso coin has been drop to the jackpot hole so that the machine will
now drop the prize. The Wheel Deal Machine uses 12 AC-DC adaptors.
Limitation
The Wheel Deal Machine only accepts one peso coin at a time, and inside
the machine, only six prizes can be inserted. Also, this machine doesn’t require
an operator around.
7
Ramp - Ramp is a flat supporting surface tilted at an angle, with one end
higher than the other, used as an aid for raising or lowering a load. The inclined
plane is one of the six classical simple machines defined by Renaissance
scientists.
2
https://en.oxforddictionaries.com/
https://www.merriam-webster.com/
8
CHAPTER 2
This chapter presents the related literature and related studies; it gives
information to the readers on how the proponents conceptualize this study.
3Related studies locally and foreign countries are included to support the concept
of the study. Unpublished materials and articles from the internet were analyzed
to get insights for the conceptualized of the study.
Foreign Literature
Infrared sensors are used in several fields and have countless possible
applications. Infrared sensors are used to detect light waves that are not visible
to humans (NASA, 2007). These infrared waves are emitted from many objects
in the surrounding environments, such as animals or plants. The higher the
temperature of an object, the shorter the waves that the object emits (Sensors,
2016). Because all objects emit an infrared wave directly related to their
temperature, infrared sensors can detect which objects are hotter than others
(Sensors, 2016). Infrared waves that are emitted from an object are detected and
transformed into an electrical current by the infrared sensor (Sensors, 2016).
Once the waves are converted into an electrical current, the current is once more
transformed into light waves that are visible to the human eye (Sensors. 2016).
The shorter waves will lean towards red, but the longer waves will lean towards
blue (NASA, 2016). There are two major categories of infrared sensors: passive
infrared sensors (PIR) and active infrared sensors (AIR). AIR sensors are built
with a dual beam transmission (HKVSTAR, 2014). One transmission area sends
the infrared wave and one transmission receives the infrared wave (HKVSTAR,
https://www.makerlab-electronics.com/product/ir-proximity-sensor/
9
2014). PIR sensors have single transmission systems that only send out the
infrared wave (HKVSTAR, 2014). Instead of having a transmission system that
receives the infrared waves, PIR sensors receive infrared waves from passing
objects (HKVSTAR 2014). Infrared sensors cannot detect objects behind glass
and other transparent coverings (Thermometer 2016). Ultimately, infrared
sensors have many applications with few limitations. This study will use infrared
sensor to activate the automatic prize dispenser circuit.
1. Cognitive Benefits
People who played shooters showed a lot faster and much more
accurate focus on detail, higher spatial resolution, and better mental
rotation abilities overall. This sort of improvement observed in first
person shooter gamers is the same as actual courses created to teach
the same skills and abilities. Also, most of these cognitive benefits that
exist from engaged in playing these kinds of video games can in fact
10
2. Generates Motivation.
In the long run, playing shooters comes with a entire array of benefits that
can help you and/or anyone who is playing them. Not only will it let you generate
more motivation and learn to deal with a number of emotions, it needs to be a
great way where you can achieve a myriad of cognitive benefits including having
better problem solving skills and the ability to react faster plus much more
efficiently than somebody that doesn’t play these sorts of games.
4
https://bestonkidsrides.wordpress.com/2017/05/04/the-main-great-things-about-playing-arcade-
shooting-game-machines/
https://www.kqed.org/mindshift/36269/benefits-of-gaming-what-research-shows
12
Foreign Study
Automatic Soap Dispensers designed for use with liquid soap are now
widely available, and you may well know that the hands free operation reduces
the spread of germs. How about building one your own? If you have the time and
inclination, it may be cheaper and you could learn a lot of useful stuff in the
process. Here is a ‘Touch Free’ design idea for clean and reliable soap
dispensing!
According to Alicia Blanda 2018, plenty of studies have shown that lack of
physical exercise can have adverse effects on children as they grow. While
physical activity remains as important as ever, many recent studies show that
gaming, especially arcade gaming, has inherent health benefits for both children
and adults. Gaming stimulates and soothes the mind in ways that routine
exercise cannot.
Improves cognitive abilities. Even the most basic games boost multi-tasking
and decision-making skills. Gaming forces one to make spit-second decisions
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and stand behind them. Whether players choose the correct choices or not, the
ability to decide is developed. Decision-making skills are especially beneficial for
those in the professional world, where indecisiveness can cause quite a bit of
damage.
Improves reflexes and muscle memory. Whether using the simple controls of
joystick-style arcade game or more complex controller, playing games builds
muscle memory. In turn, this improves reflexes and hand eye coordination which
are used in a variety of daily skills, such as typing, driving and tying shoelaces.
Studies have even found that in professions that utilize fine motor skills, such as
surgeons, gamers outperformed non-gaming students and co-workers by a large
margin.
Gaming reduces stress and depression. Studies have found that gamers who
suffer from mental health issues, such as anxiety or depression, showed a
notable improvement in condition after venting their frustrations via playing a
video or arcade game. Health professionals have even developed some games
that help reduce physical pain in those suffering from chronic illnesses or severe
wounds.
Curbs cravings and helps reduce weight. While there are no replacements for
a balanced diet and exercise, gaming can help curb cravings. When bored or
anxious, many people reach for snacks. Getting out of the house and going to an
arcade reduces emotional eating by keeping players engaged mentally and
physically. Less snacking means maintaining a healthy weight, or even reducing
weight for some people. 5
5
https://bestonkidsrides.wordpress.com/2017/05/04/the-main-great-things-about-playing-
arcade-shooting-game-machines/
14
Local Literature
According to Jose Alvarez, many people get together at the mall to play
the latest video games. Some of the earlier arcades had traditional games such
as pinball, shooting games, and slot machines. Video game arcade cabinets are
often composed of console architecture and generally play one game or a small
set of games. Some specialized cabinets are valued at thousands of dollars or
more. The video game arcade brought together the unlikely combination of
socializing and gaming, and its effects are still prevalent to this very day
SYNTHESIS
The study presented all aimed to have an automatic prize dispenser which
uses sensors instead of the ones that dispenses tickets. Most people need
something to release their negative energy from the stress of their daily life.
These types of activities usually are beneficial for individuals who need a way to
get out their frustration with the problems that they are having in the world.
15
CHAPTER 3
This Chapter presents the process on how the study is being constructed,
the materials that has been used and the respondent’s answer in order for the
study to become feasible and working.
This study is focus on developing a system that uses a Logic Circuit with
Switching Theory that will help us, students. The researchers approach is the
descriptive design method. The descriptive part of the research contains the
survey, data gathering and observational method. Survey method is to know
what were the opinion and the perspective of the respondents.
The respondents of this study were the students of St. John Technological
College of the Philippines (SJTCP) from school year 2018-2019
Brain Storming
Internet Research
17
Questionnaire
The researchers set a couple of questions related to the study that will be
distributed to the respondents in order to get the appropriate data, gather insights
from the respondents to understand their views and opinions regarding our study.
Survey
locale. Once all the questionnaires were answered by the respondents, it will be
tallied, and analyzed using statistical formula.
Statistical Tools
After administering and retrieving the accomplished questionnaire, data
will be categorized, organized and statistically treated.
1. Percentage (%)
Percentage will be used to get the number of the responses of the ALS
tudent-respondents profile which includes the age, gender, religion, civil status,
employment status, number of family members and general average in the last
grade level attended.
P = (f/n) x 100%
Where: f = frequency
n = number of respondents
100 = constant
P = percentage (%)
5 Strongly Agree
4 Agree
3 Neutral
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Chapter 4
This chapter presents the data from the survey, the statistical analysis of
the responses or trials and the interpretation of data
4.1 Demographics
18 to 25 37 93.37 93.37
years old
26 to 35 1 2.63 100
years old
36 years old 0 0 0
and above
Total 38 100
40 37
35
30
25
20
15
10
5
1 0
0
18 to 25 Years Old 26 to 35 Years Old 36 and Above
In the age bracket, 93.37 percent were 18 to 25 years old while 2.63
percent were 26 to 35 years old respectively, also0 percent were 36 years old
and above.
Total 38 100
40
36
35
30
25
20
15
10
5 2
0
Male Female
widow 0 0
Total 30 100
40
34
35
30
25
20
15
10
4
5
0
0
Single Married Widow
Elementary 0 0 0
Post Graduate 0 0 0
40 37
35
30
25
20
15
10
5
0 1 0
0
Elementary Highschool College Post Graduate
Employed 0 0 0
Unemployed 0 0 0
40
36
35
30
25
20
15
10
5 2
0 0
0
Employed Self-employed Unemployed Student
4.4.1 Awareness
Not Familiar 0 0%
Total 38 100%
26
Table 4.4.1.0
20 19
18
16 15
14
12
10
8
6
4
4
2
0
0
Very Familiar Familiar Neutral Not Familiar
Figure 4.4.1.0
Analysis
In the aspect of the respondents to the awareness if they are well familiar
in arcade shops, 78.94 percent answered that they are very familiar and 15.79
percent also familiar. Moreover, 5.26 percent is neutral, and lastly, 0 percent not
familiar that they are not well familiar in arcade shops
27
Total 38 100%
Table 4.4.1.1
20 19
18
16
14
12 11
10
8
6
6
4
2
2
0
Always Often Sometimes Never
Figure 4.4.1.1
28
Analysis
In the aspect of the respondents to the awareness if they are well inclined
in how often they visit arcade shops, 7.89 percent answered always and
42.11percent also often. Moreover,31.57 percent is sometimes, 18.43 percent
never.
Total 38 100%
Table 4.4.1.2
25
20
20
15
12
10
5 3 3
0
Very Familiar Familiar Neutral Not Familiar
29
Figure 4.4.1.2
Analysis
Total 38 100%
Table 4.4.1.3
30
35
30
30
25
20
15
10
6
5
2
0
0
Video Games Rolldown Games Redemption Games Merchendise
Figure 4.4.1.3
Analysis
The Table 4.4.1.3 shows that 21.05 percent of the respondent answered
video games, 71.05 percent answered that their favorite is rolldown games and
the last 7.89 percent said that they prefer the redemption games.
31
Total 38 100%
Table 4.4.1.4
18
16
16
14
12
12
10
8 7
4 3
0
Very Familiar Familiar Neutral Not Familiar
Figure 4.4.1.4
Analysis
32
Based on the Table 4.4.1.4 shows that the majority of the respondents
said that they are only familiar with wheel deal redemption games
4.4.4 Understanding
strongly disagree 0 0%
Total 38 100%
Table 4.4.1.5
33
30
27
25
20
15
10
6
5
5
0
0
Strongly Agree Agree Disagree Strongly Disagree
4.4.1.5
Analysis
strongly disagree 0 0%
Total 38 100%
Table 4.4.2.0
30
27
25
20
15
10 8
5 3
0
0
Strongly Agree Agree Disagree Strongly Disagree
Figure 4.4.2.0
35
Analysis
strongly disagree 0 0%
Total 38 100%
Table 4.4.2.1
30 28
25
20
15
10
5 5
5
0
0
Strongly Agree Agree Disagree Strongly Disagree
Figure4.4.2.1
36
Analysis
The Figure 4.4.2.1. Shows that majority of respondents agree that the
arcade has a beneficial to the society.
Total 38 100
Table 4.4.2.2
25
22
20
15
10 8
7
5
1
0
Strongly Agree Agree Disagree Strongly Disagree
Figure 4.4.2.2
37
Analysis
The Figure 4.4.2.2 shows that majority of respondents agree that if the
old machines will be innovative it will benefit a lot the players
Total 38 100
Table 4.4.2.3
30 28
25
20
15
10
6
5
2 2
0
Strongly Agree Agree Disagree Strongly Disagree
Figure 4.4.2.3
38
Analysis
4.4.3 Participation
11. Do you think it is important to innovate the old wheel deal machine
Not Important 0 0 0
Total 38 100%
Table 4.4.3.0
39
25
21
20
15 13
10
5 4
0
0
Extreme Important Slightly Important Important Not Important
Figure 4.4.3.0
Analysis
12. Do you approve of automatic prize dispenser better than the old boring
ticket dispenser?
Strongly 0 0
Disapprove
Total 38 100%
Table 4.4.3.1
30
27
25
20
15
10
6
5
5
0
0
Strongly Approve Approve Neutral Strongly
Disapprove
Figure 4.4.3.1
41
Analysis
13. Do you think it will lessen the hassle of going to the so called
central(location for prizes)?
strongly disagree 0 0%
Total 38 100%
Table 4.4.3.2
30 28
25
20
15
10
5 5
5
0
0
Strongly Agree Agree Disagree Strongly Disagree
Figure 4.4.3.2
42
Analysis
The above illustration on Table 4.4.3.2 shows there are more agree that
the innovative wheel deal will be less hassle
43
strongly disagree 0 0%
Total 38 100%
Table 4.4.3.3
35
31
30
25
20
15
10
5
5
2
0
0
Strongly Agree Agree Disagree Strongly Disagree
Figure 4.4.3.4
Analysis
15. How likely would you endorse our innovative Wheel Deal Machine?
Extreme Unlikely 0 0%
Total 38 100%
Table 4.4.3.5
30
27
25
20
15
10
6
5
5
0
0
Extreme likely Likely Unlikely Extreme unlikely
Figure 4.4.3.5
45
Analysis
The Figure above presents the percentage of the respondents that wants
to indorse the innovative Wheel Deal Machine and it come up that majority wants
to indorse the device.
46
CHAPTER V
Summary of Findings
Findings
1.
1.1 Most of the respondents aged 18-25 years old comprising 94% of the
number of the respondents.
1.2 Most of the available respondents are male, comprising the 95% of the
whole number of respondents.
1.3 Majority of the respondents are college, comprising 97% of the
number of respondents.
1.4 Majority of the respondents are single, comprising 89% of the
respondents.
1.5 95% of the respondents are students.
2.
2.1 Half of the respondents are aware about arcade and redemption
games, comprising about 48.25% of the respondents.
3.
3.1 72.37% of the respondents agreed that arcade games are beneficial
to play and beneficial for the study.
3.3 73.68% of the respondents agreed that playing games reduces stress.
48
Conclusion
1. Single male college students, aged 18-25 years old are the most
available respondents during the study. Therefore, most of the male
are inclined in playing games.
Recommendation