1. Introduction
An earthquake is the violent trembling of the Earth’s surface triggered by the abrupt displacement of a plate in the Earth’s crust. Earthquakes are inevitable and can result in significant loss of life and property. Numerous nations are emphasizing the development of earthquake early warning (EEW) systems due to the difficulty of predicting earthquake occurrence [
1].
Before the ground begins to tremble, EEW can provide a few seconds to a few minutes of notice [
2]. It is a revolutionary approach to decreasing disaster risk and enhancing urban earthquake resilience [
3]. The primary purpose of EEW is to forewarn individuals and automated systems that anticipate seismic waves at a particular location, allowing them to take precautions to reduce the risk of injury [
4]. As the demand for oil and gas resources increases, particularly in some big industrialized nations, EEW systems also play a crucial role in ensuring energy security [
5,
6,
7]. The 2008 Wenchuan earthquake in China was the driving force behind the founding of the Institute of Care-Life (ICL), which currently covers 1,100,000 square kilometers of EEW. ICL is continuously improving EEW technology in a wide range of capacities to reduce risks and damage both domestically and internationally. Since 7 June 2011, over 10,000 earthquakes have triggered the ICL EEW without a false alarm (see
http://365icl.com accessed on 20 December 2022). Massive improvements have increased the accuracy of EEW’s earthquake detection capabilities [
8]. To effectively utilize the notifications, EEW must involve the public due to technological and social limitations [
9]. The difficulty is convincing individuals to take the necessary precautions after perusing the message [
10]. The content of ICL EEW messages includes attributes such as color, intensity, shape, icon, typesetting, etc. Each of them must be well designed.
The ICL EEW message on television was employed as a research target in this project. When an earthquake occurs, a pop-up window containing information about the upcoming quake appears on the television screen. The content of the message includes a countdown to the earthquake’s arrival, its epicenter, magnitude, and the user’s current location. According to several studies, information provided on shaking frequency or duration is neither required nor helpful [
11]. Omori et al. [
12] reached the opposite conclusion, stating that in order for individuals to be informed and initiate a safe and effective response, they require complete emergency information as soon as possible. It is also necessary to note that the ICL EEW message contains no information about the guidance of preventive actions. Other EEW messages, such as ShakeAlert, include human-based protective behavior recommendations (such as drop, cover, and hold on) [
13]. Consequently, what specific details are necessary when an earthquake occurs? Can the current ICL EEW message’s users take the right precautions? The aim of this paper is to evaluate the effectiveness of the current ICL earthquake early warning message on television. It has been demonstrated that EEW plays a significant role in reducing earthquake casualties and losses [
4], but what are the potential physical and psychological impacts on individuals? In other words, is there a relationship between the EEW message and people’s behavior when an earthquake occurs? In this study, it was proposed that there is a connection between the ICL EEW message and how individuals react during quakes. We aimed to test this hypothesis through a simulation experiment.
This paper is organized as follows. In
Section 2, the idea of affordance theory is presented with an analysis of the viability of affordance-based methods as an investigation strategy for this study. Furthermore,
Section 2 presents considerations for immersive virtual reality as a simulation setting.
Section 3 continues an in-depth analysis of affordance and IVR and identifies the study topic for this paper.
Section 4 presents the experimental design, along with instructions on how to use Unreal Engine to simulate earthquakes and EEW and how to perform movement in a virtual device.
Section 5 describes the hardware, procedures, and data to be collected.
Section 6 presents the experiment results, including the four aspects of affordance.
Section 7 discusses the results of the experiment to identify the advantages and drawbacks of the ICL EEW message as well as the contributions and limitations of this paper.
Section 8 concludes the article and clarifies the findings.
2. Literature Review
Previous studies have shown that by urging people to take precautions, warning messages have the ability to lower the number of fatalities during extreme occurrences like earthquakes [
14]. In certain research, data on people’s responses was gathered in order to examine the impact of EEW messages. Sutton et al. [
15] examined individual responses to EEW messages by simulating them on a screen. The results showed that informational icons have a limited effect on individuals’ protective behaviors. Fischer et al. [
16] investigated people’s perceptions of warning messages by gathering the responses of participants after viewing the messages. The results showed that protective action guidance increased people’s response efficacy. However, people may act differently in an emergency than they would in a non-stressful experiment environment [
17]. In this study, we hoped to find a method to efficiently study the design of earthquake early warning messages.
It was determined that the affordance-based method is the most effective method for analyzing this issue. From the standpoint of ecological psychology, affordance was utilized to define the actional properties of the environment and an actor. It was discovered originally by James Gibson [
18]. In ecological settings, animals may instantly perceive the information provided by an object’s physical features, enabling them a variety of behavioral options. Norman [
19] identified affordance as the perceptible and actual attributes of an object, particularly the fundamental attributes that determine how the object can be utilized. This definition is derived from the standpoint of product design. The affordance of a product can provide critical information about its function. For instance, a knob is for rotating, and a flat door handle results in thrusting; therefore, affordances are environmental factors that provide movement to an organism designed to perform a specific function [
20]. Consequently, affordance-based methods may provide a new perspective for evaluating EEW messages by emphasizing the complementary relationship between human behavioral responses and EEW messages in earthquake scenarios.
Several methods, including interviews [
21] and surveys [
22,
23], can be used to collect information on human responses to an EEW message in an actual earthquake. These data were primarily derived from individuals’ prior earthquake experiences [
24], which could be affected by recall bias and lead to inaccurate results [
25]. In addition to collecting behavioral responses to EEW messages elicited by actual earthquakes [
15], specific research has utilized laboratory environments to collect behavioral responses. The data are less susceptible to recall bias and memory loss when real-time observations and surveys are conducted promptly after the experiment. Nonetheless, the lack of ecological validity is a major limitation of these investigations. Traditionally, ecological validity refers to the ability to generalize behavior observed in the laboratory to behavior observed in the wild [
26]. As a result, research into the affordances of EEW messages requires a method that gathers data in real time while maintaining ecological validity. IVR (Immersive Virtual Reality) is a technology that generates a simulated environment using computers, applications, and ancillary devices [
27]. IVR employs auditory and visual effects to establish an authentic setting for the user to experience. During IVR interactions, users shift from passive observers to active participants capable of generating personalized behavioral responses to the virtual environment [
28]. We can attain greater ecological validity by simulating the residential environment during an earthquake using immersive virtual reality.
In a laboratory environment, we investigated the affordances of the ICL EEW message on television for this project. We recreated a virtual residence in IVR, simulating earthquake-induced shaking and displaying the ICL EEW message. We then measured the participants’ reactions to the message by collecting data on their avoidance area choices, their timing of avoidance, their recall of information, and their emotions. The results of this study offer guidelines for designing the ICL EEW message and increasing public awareness of its importance, which are crucial to the success of the ICL EEW system.
5. Evaluation
5.1. Hardware
A laptop computer running Windows 10 was used to host the IVR scenario in Unreal Engine version 5.0.3. The laptop computer carried an Nvidia RTX3060 graphics card and an AMD Ryzen 7 processor. The virtual scene was built for use with Oculus Quest 2, a headset with two controllers. The visual output of the VR device is simultaneously displayed on the laptop computer’s monitor. Oculus Quest 2 was connected to the computer via the Oculus Link. In addition, while an earthquake occurs within the IVR scene, the VR controller grips apply vibration feedback to the participants to increase the realism of the experiment (
Figure 7).
5.2. Procedure
From 4 to 11 March 2023, the experiment was conducted in the Department of Industrial Design conference room at Beijing Forestry University. Participants were first apprised of the experiment’s procedure by reading the experiment’s information sheet. The participants were separated into two groups: the control group, in which the ICL EEW message was not displayed; and the experimental group, in which the ICL EEW message was displayed ten seconds prior to the earthquake simulation. The participants were randomly assigned to separate groups without prior notice. Then, the participants were asked to sign an informed consent form after perusing the information leaflet and agreeing to the experiment and the use of their data. After completing the consent form, the participants filled out a pre-test questionnaire containing their name, gender, age, and VR device experience. After that, the researchers gave a brief training session on how to use the VR equipment, including how to grasp the VR controllers, modify the VR viewpoint, and navigate in VR. The participants were given a maximum of five minutes to familiarize with the VR system and the layout of the virtual room by openly navigating the virtual environment. The investigation commenced once the participants had mastered the VR apparatus. The participants sat in chairs, donned VR equipment, and completed the investigation while wearing the headsets. The experiment ended once the participant chose a safe area to protect themselves. The participants were then given a post-test questionnaire for data analysis.
5.3. Data Collection
Participants’ activities within the virtual scenario were videoed and saved for behavior analysis. In the virtual reality environment, we compiled the participant-selected avoidance areas. Following the earthquake, we recorded the time it took participants to find the avoidance area. In addition to the data collected through virtual reality, we collected data through a questionnaire given after the VR experiment, including the participants’ recollections of the information and their emotional responses in both groups. The data will be analyzed to determine the functional, cognitive, sensory, and emotional affordances of the ICL EEW message on television.
7. Discussion
This study used affordance theory to investigate the effectiveness of EEW messages from a new perspective. Functional affordance, cognitive affordance, sensory affordance, and emotional affordance formed the basis for our evaluations. We collected data from an earthquake simulation in IVR. This work broadens the current research methods on EEW messages. Combining the affordance-based method with immersive virtual reality yields guidelines for future research on the design of emergency messages. This study’s main purpose was to evaluate the usefulness of the ICL EEW message and bring attention to the design of EEW messages in China. The results may indicate the need for additional research in this area to enhance EEW messages.
Few researchers had previously attempted to simulate the EEW in virtual reality, which posed one of the greatest obstacles for this endeavor. Attention, behaviors, and perceptions of EEW messages displayed on a computer monitor were analyzed by Sutton et al. [
15]. The fact that participants did not encounter any threatening conditions was a major limitation. In order to provide a more authentic scenario, we followed their research and simulated an earthquake in IVR. In such a circumstance, the reliability of participant responses to VR events increases [
53].
This investigation has uncovered a number of findings. First, the analysis of the avoidance choices of two groups of participants revealed that the ICL EEW message had a negligible effect on the location where people chose to avoid peril during earthquakes. Without an indication of protection actions in EEW messages, participants typically relied on past earthquake exercise experiences and earthquake knowledge to determine where to seek safety and how to protect themselves. This indicates that the current ICL EEW message’s functional affordance is insignificant. Other EEW messages, such as ShakeAlert, provide direct instructions for protective behaviors like “Drop, cover, and hold on!”. The majority of participants indicated in the post-questionnaire that they expected to see instructions for protective actions in the first place, as this would allow them to protect themselves more swiftly. After considering the physical impacts of disasters, the science underlying those consequences, and the scope of the possible serious repercussions, Wood et al. [
54] concluded that the emergency system should focus on the steps individuals should take to become better prepared. This finding is supported by the outcome of our experiment, which indicates that protective action information is crucial to the functional affordance of EEW messages.
The cognitive affordance of the ICL EEW message must also be enhanced, according to a significant finding. Allen et al. [
12] argued that providing information regarding shaking intensity or duration is neither necessary nor preferable. In this study, we discovered that participants’ impressions of the information on the message were primarily focused on the earthquake countdown. Nevertheless, few participants had an idea of the earthquake’s magnitude, epicenter, or exact time. The majority of participants required only a few seconds to comprehend the text on the warnings. Still, participants had difficulty comprehending and remembering the message, and they even waited to respond in order to digest the information. The results may demonstrate that consumers do not desire earthquake-related information. It may even have a negative impact on users who take immediate action. To enhance the cognitive affordance of the ICL EEW message, it is necessary to eliminate superfluous information.
In addition, data collected after the experiment and presented in
Section 6.3 revealed that although the average time required to locate the warning was shorter for participants in the experimental group than for participants in the control group, the majority of participants required a few seconds to read the message and act until the countdown ended. The majority of participants stated in post-interviews that they would prefer a more engaging and straightforward presentation of EEW messages, such as a larger font size and a more logical layout. Some participants mentioned that the blue color of the ICL EEW message prevented them from recognizing it and caused them to mistake it for an advertisement pop-up window. The visual decision reaction time was also shown to be considerably affected by color contrast, as indicated by Balakrishnan et al. [
55]. To further enhance the sensory affordance of EEW signals, it is recommended that colors be studied in more depth in future research.
There was a statistically significant difference between the “anxious” and “astonished” responses of the experimental and control groups after receiving the ICL EEW message. The experimental group had significantly higher anxious scores while the control group had much lower astonished scores. This discovery suggests that participants were anxious but more psychologically prepared for the earthquake because of the ICL EEW message’s emotional affordance. Cognitive and affective capacities help in decision-making, as discovered by Samanez-Larkin et al. [
56]. While EEW messaging may help individuals feel more emotionally prepared to make decisions in the face of an earthquake, further research is needed in this area. In conclusion, the study found that there is a lot of room for improvement in EEW messages. After the trial, almost all of the participants had a favorable impression of the ICL EEW message, saying that it had protected them from harm. Nevertheless, institutions and organizations also need to raise EEW message awareness, develop EEW message standards, and constantly improve the affordance of EEW messages.
Limitations
This research has several limitations. Initially, there is ecological validity. It was stated in the introduction that the disparity between IVR and the natural world is not insignificant. Even in immersive virtual reality, it is impossible to recreate or simulate the visual, auditory, and tactile sensations that a real earthquake brings to individuals. We do not know if the participants in the study would take the steps they indicated in a real-world circumstance because they were only presented with a simulated scenario. The objects had collisions, but there were no other options for interactivity (picking up, carrying, etc.). Even though there were dynamic effects of vibrations within the scenes and vibration feedback from the handles, the earthquake simulation did not completely replicate the physical sensations of an earthquake. Although participants could move freely throughout the virtual environment, not all objects could be interacted with. The ecological validity of the IVR study would be greatly enhanced by the addition of interaction. In future research, it could be considered to increase the authenticity of the earthquakes and the interactivity of the scenarios.
Furthermore, the samples for this research were primarily from university students, and the sample size is not large enough. Future related studies should enlist participants from a larger population, and a larger sample size that is more suitable for regression analysis is required. The authors believe that there will be some variation by age and gender, so future relevant studies will require a more diverse participant pool. Moreover, this research provides only a case analysis of a domestic scenario in an apartment. Future research should include more locations, such as campuses, retail centers, and offices. EEW in specific locations would be more pertinent, and future research may pursue this path by conducting experiments and analyzing crowded locations. With the development of EEW technology, mobile phones are becoming increasingly important for disseminating earthquake warning information [
57]. Future research should pay more attention to mobile phones, computers, outdoor displays, and other media to enrich the study of EEW messages.
In addition, this study was limited to an evaluation of the ICL EEW. It identified the deficiencies of the current EEW but has not yet provided specific development suggestions. The authors believe that experimental analysis of specific content, such as color, typography, and the presence or absence of images, can be performed in the future to provide specific solutions for improving EEW messages.