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Plastic Traps in the Anthropocene Era

Xinyu Shao

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Xinyu is a digital media designer and creative strategist who examines environmental challenges and their societal ripple effects. Her research integrates sociology and psychology, employing mixed reality and multimedia tools to craft immersive narratives and future speculation. 

Xinyu is a digital media designer and creative strategist who examines environmental challe...

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Plastic Traps in the Anthropocene Era: REBIRTH (2080) is a speculative VR narrative that explores how environmental fear is commodified. Set in the year 2080, the experience places users in a future archaeological lab investigating the ruins of “Rebirth,” a healthcare giant that thrived by exploiting public panic over microplastic pollution. The project critiques how consumer markets transform ecological crises into economic opportunity.  

The VR & MR journey unfolds across five emotional scenarios; each designed to evoke and break the emotional state of the “consumerist placebo effect”. Ranging from fake newsrooms to luxury wellness clinics—participants witness the emotional arc of consumer manipulation: fear, desire, relief, and eventual disillusionment. As they scan fake health reports, purchase symbolic safety products, and uncover the artificial creation of panic, they are forced to reflect on how capitalism sells self-comfort, not certainty.  

Blending speculative fiction, environmental science, and behavioral economics, this project questions the ethics of health-driven consumption. Ultimately, participants are challenged to re-examine whether their conscious purchases genuinely protect their health—or merely serve as comforting acts of self-deception within an exploitative market system.   

Collaborators:

Shuxin Liu, Psychological Sociology Theory Guidancer

Haixu Wang, 3D Animation Tec-Director

Xiangqi Wen, VR Tec-Director

YUHUAN JIN, MR Tec-Director

LIANGYU QIN, Visual Director

Final work

Plastic Traps in the Anthropocene Era: REBIRTH (2080)

A speculative VR and MR narrative of future archaeology, exploring microplastic pollution, consumerism, and health anxiety. 

Five VR/MR scenes guide a future archaeologist from fear to reflection, exposing the consumer trap.

Narrative structure of future archaeological experience

The project image sets a "consumption placebo effect" narrative framework in the future archaeological laboratory in 2080.

There is a MR experience, which shows visitors in a raw concrete hall observe distorted “Rebirth” news screens overlaid with red scrawling.

Full journey: MR experience demonstration

By leveraging 3D scanning and modelling, we have integrated real-world museum scenes with VR experiences within an open museum space. Illustrated here at the Tate Modern Gallery. 

  • Poster Collage Collage of “Breaking News” Rebirth posters and layered medical reports in stark black-and-white.
  • A giant blood-test machine stands at the center, ringed by red-flashing screens warning of microplastic toxicity overload.
  • A white operating room is crisscrossed by bold red transfusion tubes feeding into a maze of blood-purification channels.

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Plastic Traps in the Anthropocene Era

Plastic Traps in the Anthropocene Era: REBIRTH (2080) is a speculative VR narrative that explores how environmental fear is commodified. Set in the year 2080, the experience places users in a future archaeological lab investigating the ruins of “Rebirth,” a healthcare...

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