1. Introduction
Touchscreens have been widely used as an attractive tool to realize convenient communication between human and machines [
1]. Touchscreens can be categorized based on their working mechanism as resistive-, capacitive-, optical-, and acoustic-based touchscreens. Compared with other types of touchscreens, acoustic touchscreens have two significant advantages. First, the touch action-induced localized pressure disturbs the acoustic field in the media of screen. Through analyzing the disturbed acoustic field, the acoustic touchscreen is capable of recognizing both the location and contact pressure of a touch action [
2,
3], thus enriching the functions of the touchscreen without additional force sensors. Second, the acoustic field interacting with the touch action can be constructed in elastic solid media, including but not limited to transparent glass. Unimpressive things such as a metal shell of robot arm, wood or plastic desk might be turned into tactile sensing media based on acoustic touchscreen technology in the future.
Acoustic touchscreens utilize surface acoustic wave (SAW) [
2,
4] or ultrasonic Lamb wave to interact with the touch action. The energy of the SAW travels at the near surface of a screen and thus the SAW touchscreen is sensitive to contaminants (such as sweat and dew) and scratches. Contaminants and scratches may cause the recognition failure of touch actions. Compared with the SAW, the Lamb waves of the selected mode and operation frequency propagate through the entire cross-section of a plate screen. Therefore, in recent years, the Lamb wave touchscreen (LWT) has been developed to overcome the deficiency of SAW touchscreen. The LWT works in passive [
5,
6,
7,
8,
9,
10,
11,
12] and active modes [
3,
13,
14,
15,
16,
17,
18,
19,
20,
21,
22,
23,
24]. In the former mode, the Lamb wave is generated by the touch action and received by the piezoelectric wafer attached to the edge of the plate. However, the holding action as a static load does not generate Lamb wave and cannot be recognized by the passive LWT. In the active mode, the piezoelectric wafer can be employed for generating and receiving Lamb wave. Any static or transient load caused by touch action disturbs the field of Lamb wave and can be identified by the active LWT.
In the development of LWT, the localization of a touch action is firstly concerned. The developed touch action localization methods for LWT can be simply classified into unsupervised and supervised algorithms. In the unsupervised algorithms, the location of an unknown touch is directly calculated with the time delay of arrival (TDOA) technique [
5,
6,
7,
8] or its variants [
23]. Advanced training with a database of acoustic fingerprints of touch action is commonly carried out with supervised algorithms. During the derivation of database, the sensing region of the touchscreen is meshed into certain pixels. Touch action is then gradually applied at each pixel. The response signals of touch (referred to as acoustic fingerprints) at all the pixels are recorded as a database. The acoustic fingerprints with prior knowledge on their touch positions are directly used as the reference signal database [
3,
9,
10,
11,
12,
13,
14,
15,
16,
17,
18,
20,
21,
22] or used to establish a locating model with neural network [
24]. To achieve accurate localization of the unknown touch with the responded Lamb waves, various types of methods such as amplitude disturbed diffraction pattern [
14,
15,
16], contact impedance mapping method [
3,
18], and learning method [
20,
21,
22] have been explored. However, in previous studies, an unknown touch was localized with the database established with the same touch (the same touch force and touch area). The effect of touch force or touch area on the performance of localization methods for LWT has not been explored.
In this study, LWT employing a Corning glass plate was constructed in our laboratory. Multiple databases of acoustic fingerprints were acquired under touch actions of different forces and areas. An improved learning method with self-adaptive weights was used to improve the accuracy of touch action localization. Then the compatibility of rigid database and the robustness of the improved learning method to the varying touch force and touch area were investigated. The rest of the paper is organized as follows. The experimental system and scheme for automatic acquisition of acoustic fingerprint of touches are introduced in
Section 2. The improvement in the learning method using self-adaptive weight is described in
Section 3. The effects of touch force and area on the performance of Lamb wave touchscreen in touch localization are discussed in
Section 4. Finally, the conclusions are drawn in
Section 5.
2. LWT Platform and Database Collection
The experimental system for LWT verification (
Figure 1a) was established in our laboratory. Disk-shaped PZT-5H transducers with a diameter of 10 mm and a thickness of 1 mm were glued on a Corning glass plate (as touchscreen) with a size of 100 × 60 × 0.8 mm
3 by using the Devcon industrial epoxy adhesive (Model: 14250). A square pulse with a pulse width of 5 μs was generated by Tektronix function generator (Model: AFG 3021B) and amplified by a power amplifier (Brands: T&C Power Conversion, Inc., New York, NY, USA, Model: AG 1006) before it was used to actuate the PZT-5H transducer. Previous studies emphasized that asymmetric placement of sensors could reduce the identification error caused by mirrored touch positions [
16]. Therefore, the Lamb wave transmitter was attached at a corner of the plateand three receivers were attached at non-mirrored locations at different side edges of the touchscreen (
Figure 1b,c). The Lamb waves propagating through different paths were received by the three receivers and synchronously acquired by a Tektronix digital oscilloscope (Model: DPO 4054B) with a sampling frequency of 5 MHz.
To simulate the touch action, a touch simulator (or artificial finger) with the configuration sketched in
Figure 1d was designed. A connector, a cylindrical syringe, and a case shell were fabricated by 3D printing technique with resin. A metal screw and a nut were embedded into the connector and the syringe needle, respectively. Cubic contact terminals of resin were prepared with 3D printing technique and connected to the connector with the embedded screw and nut. Multi-touch actions could be simulated with several cubic contact terminals connected to the connector.
Figure 1d shows a simulator of two touches. One touch could be realized by directly connecting cubic contact terminals to the syringe needle. After the connector or the contact terminal was connected with the syringe, different weights were loaded on the end of the syringe. To simulate the finger skin, a square piece of silica gel was attached onto the bottom of the contact terminal. Through replacing the weight and the contact terminal with silica gel tablets of different sizes, the touch force and the area could be changed.
The touch simulator was installed onto the beam of Z-axis of a three-axis motion platform. The operation sequence of the motion platform and the Lamb wave inspection devices were controlled by the LabVIEW program run in a host computer. To realize the automatic collection of the acoustic fingerprints of touch actions, the operation of the entire system is performed according to the sequence diagram shown in
Figure 2a. During the process of database collection, the function generator continuously output a sequence of square pulses with a duty cycle of 50%. The periodical motion of the touch simulator could be divided into four stages: vertical descending (VD), touching, vertical lifting (VL), and lateral translation (LT). At the end of the vertical descending stage, the digital oscilloscope was triggered to wait for the next pulse excitation and the data acquisition started after the arrival of the rising edge of the excitation pulse. When the data acquisition was completed, the motion platform was triggered to carry the touch simulator away from the screen. The
Supplementary Video S1 displayed the data acquisition process in an experiment.
The contact region (64 × 24 mm
2) shown in
Figure 1c was evenly divided into square grids (or pixels). Three cases of single touch with pixels of 4, 16, and 64 mm
2 (referred as the touch area
At) were investigated in the database collection. The pixel at the low left corner was labeled as the first touch position (
i = 1) for the acoustic fingerprint collection. The order of the
i-th touched pixel is consistent with the scanning path of the touch simulator shown in
Figure 2b. For the convenience of understanding, the position of the pixel could be defined with its row and column coordinates in the segmented contact region. For instance, the position of the fifth touched pixel can be defined with
x = 1 and
y = 5. Once the touch area and force were fixed, the point-by-point touch action was applied in the contact region and the database of acoustic fingerprints of touch actions were automatically collected to suppress the uncertainty and save time. When the touch area was selected as
At = 4 mm
2,
At = 16 mm
2, and
At = 64 mm
2, the contact region was evenly divided into 24, 96, and 384 pixels, respectively. As a result, a total of 24, 96, and 384 acoustic fingerprints were, respectively, collected in the database labelled by the touch areas of
At = 4 mm
2,
At = 16 mm
2, and
At = 64 mm
2. In each case of touch area, the touch force,
Ft, applied by the touch simulator was alternatively refreshed in the range of 0.4~2 N with an increment of 0.4 N, and the acoustic fingerprint collection was repeated to generate new databases. The above database collection procedure was repeated five times to generate five parallel databases, and a random error was generated in the collection procedure. Finally, a total of = 75 databases of acoustic fingerprints (3 (touch area) × 5 (touch force) × 5 (times)) were collected in order to investigate the effects of touch force and area on the touch action localization performance of LWT.
When a touch action and no touch action was applied in the contact region, the waveforms of the Lamb waves received by all the three receivers were plotted in
Figure 3a. The differences in both propagation path and boundary reflection condition caused the diversity of Lamb waves detected by different pairs of transmitter–receivers. The minor disturbance caused by the touch action can be observed.
As an example to illustrate the acoustic fingerprints in the database, the signals collected at the pixel of (
x = 2,
y = 4) under the conditions of the touch simulator (a square area of 64 mm
2 and a weight of 2 N) were recalled. To highlight the change of waveforms caused by the touch action, the signal obtained with the touch action was subtracted from the reference signal collected without the touch action. The subtraction results (
Figure 3b) clearly demonstrated that the touch object caused weak and complicated disturbances to the Lamb waves propagating in the glass screen. Thus, the signals detected by all the three pairs of transmitter–receivers could be used as the acoustic fingerprint of the touch action.
3. Touch Action Localization Method
Though the Lamb waves received by each receiver can act as acoustic fingerprint of touch action, it is not easy to decode the exact relationship between the locations of the touch simulator with the acoustic fingerprints due to the complicated scattering of multiple modes at the touch position. In this study, the localization model of learning method [
20,
21,
22] was improved and employed. The measured data in the presence of unknown touch(s) were considered as a linear combination of a set of collected acoustic fingerprints of touch actions in the reference database. Therefore, the signal of unknown touch,
, can be expressed as:
where
di denotes the reference acoustic fingerprint of the
i-th touch pixel;
Np represents the number of collected acoustic fingerprints of different touch actions;
θi is the coefficient of
di. The localization of the touch action can be transformed into the process of solving a least-squares problem as follows:
where
is the collected database of the acoustic fingerprints of all the pixels in the contact region in the touchscreen;
indicates the possible position of the touch action and belongs to the dataset of real number, R
N. The utilization of multiple pairs of transmitter–receivers could improve the touch object localization accuracy [
22]. In the study, a total of three pairs of transmitter–receivers were used. Hence, Equation (2) can be extended to the case with one transmitter and three receivers as follows:
where
wr is the weight coefficient, and the subscript
r represents the number of the transmitter–receiver pairs. Considering the sparse distribution of the touch objects in the positively definite and stable system, the following constraints was assigned to Equation (3),
where
μ is a penalty coefficient. Equations (3) and (4) constitute a complete locating or projection scheme. The locating scheme could be improved by reformulating the problem in the image space, which is spanned by all possible configurations of Θ. Two steps were required for the application of the touch object location algorithm:
Step 1: Equation (2) without constraints is solved by using the signal received by an individual pair of transmitter–receivers in order to provide the solution of touch action’s location (
),
Step 2: The constrained least squares problem is solved as:
which is subjected to,
The least square problem as stated in Equation (6) can be transformed into a quadratic programming problem [
25],
where
,
and
I is the identity matrix whose order is equal to
Np (the number of elements in Θ). The subscript
T denotes the operation of transposition of matrix. The problem defined by Equation (9) can be solved with the quadratic programming solver run in MATLAB platform. The weight coefficient
wr in Equation (6) greatly affects the localization result of an unknown touch. In the previously reported algorithm [
20,
22], the criterion for selecting the weight coefficient was not discussed. The random selection of the weight coefficient may lead to the locating error of a touch action. To solve this problem, an iterative self-adaptive method was proposed in this paper based on the random weighting method proposed for multisensor data fusion [
26]. The flowchart of weight coefficient optimization and touch localization is shown in
Figure 4.
In this method, the residual sum of squares (RSS) is used to update the weight coefficient. The initial locating results: Θ
0 is obtained by solving Equations (6)–(8) with the initialized weight coefficient
, where
. The value of RSS (represented by the parameter of
er) for each transducer is calculated as:
As a result, the new weight coefficient of
is updated as,
Equations (6)–(8) is then solved with the updated weight coefficient. A weighted RSS of
, which can be computed with Equation (12), is used to terminate and record the iterative process,
The above iterative process will not stop until the difference of the weighted RSS between two adjacent iterations is equal to or less than a threshold ε.
A database collected under the condition of a touch area of
At = 4 mm
2 and a touch force of
Ft = 0.4 N was employed to testify the better localization performance of the updated strategy in an unknown touch than that of the conventional method. The position of the touch to be located is marked as the white dotted pixel (
x = 8,
y = 9) shown in
Figure 5a. When the weight coefficients for the three receivers were close to each other and fixed as
W = {0.33, 0.33, 0.34}, the solution of Equations (6)–(8) indicates that the touch action is at the pixel with the position index of
x = 1 and
y = 2. Obviously, the conventional algorithm outputs a wrong locating result due to the improper generation of weight coefficients. The proposed iterative self-adapting method could update the weight coefficients until the reference signals approached the optimal combination.
Figure 5c shows the weighted RSS of different iteration steps in the tested case with assigned four iteration steps. The optimal weight coefficients could be obtained as
W = {0.17, 0.56, 0.27} after only one iteration. With the optimal weight coefficients, the updated algorithm could accurately locate the unknown touch (
Figure 5b).