BCM313 Narrative Reflection

Micheal White (2007) explains the process of Externalisation as “conversations in which people have the opportunity to identify and to further develop accounts of what they intend for their lives and of what they accord value in their lives”. Narrative Therapy is where the term ‘Externalising Conversations’ had first been introduced as it was the process of separating the issue from the individual, as many individuals tend to internalise and not acknowledge their issues.

Change is often a factor of life where it has either welcomed itself or it has been implemented by yourself. From a young age, I have learnt to accept change. Sometimes it is inevitable, other times we need to encourage change in order to grow. When the inevitable change happens, people often feel as they have lost control. Although, learning to acknowledge and accepting the change is a way of having control. This can also allow an individual to understand what they need to do for themselves in order to get through the change.

Throughout my life, I have implemented change on my own accord to different aspects of life. Reflecting back, it has often been when I have felt stagnant in my current position, outgrown my current environment or I no longer feel the environment I am in is serving me any purpose. I always want to be growing and bettering myself as an individual. If I feel the environment I am in does not allow me to do that, then it’s not the environment for me and I’ll seek change.

Earlier this year, I had celebrated my 6 year anniversary at the Aquatic Centre I had been working at since I was 15 years old. There were many different sectors to the Aquatic Centre and I had basically been trained on everything. The environment and the people were so familiar to me. I distinctively remember around the end of last year, I was beginning to feel bored and that I had outgrown the environment. Coming into my last year of University, I knew I would have to begin thinking about looking for work in my field of study. Fast forward to May of this year where I was speaking more and more to my closest friends/ work colleagues about finding something more in my field of study. Later on in that same week, we met up with a few friends for dinner where I was explaining to them my current dilemma and not really knowing if it’s something I should action yet. One of my friends who works as a Marketing Coordinator, had said that a job opportunity opened up at her work for a Marketing Position and that I should hand in my resume. I was quite shocked and didn’t expect that me voicing my current dilemma to turn into a potential opportunity.

The following Monday I had handed in my resume, by Wednesday I got a job interview and then 2 weeks later in the first week of June, I had begun my new full-time role as a Marketing Coordinator at a property development company. It had happened so fast but I really felt comfortable with the transition because it was something I was seeking for a really long time. Although I had welcomed this change, an unexpected change had then been thrown into the mix as we were put into lockdown.

I have now been working full-time and studying full- time from home for the past 3 months. Reflecting on these past weeks, there have been moments of uncertainty due to my performance in my role and the constant questioning of whether I am effectively balancing work and study. At times, it has been extremely overwhelming but I am quite thankful for this lockdown as I have been able to be provided the constant support of my family. Having their support has allowed me to process my emotions and also navigate my way through learning a new job. If we weren’t in a lockdown, I would be travelling 45mins to work in North Sydney or 1 hour to Uni in Wollongong every single day, which is time consuming and exhausting. I feel I have been able to easily adapt to this lockdown as I am someone who encourages change and accepts change for what it is. I see it as a benefit to me, as it is an opportunity to take on any obstacles, in the comfort of my home.

The words of anthropologist Babara Myerhoff, really stuck with me as she states that we should see the world in a new light, encouraging us to strengthen in times of uncertainty. Myerhoff’s perspective of change resonated with me, stating we should move on from the present situation and embrace what is to come (Myerhoff & Metzger, 1980). As I had stated previously, I have often encouraged change as I know it will bring new experiences where I will learn and grow.

The use of narrative reflection on experiences of change and disruption at work has demonstrated to me that that there is change we seek and change that happens unexpectedly but overall we should view them both as opportunities or a chance to further understand ourselves, our resilience and our ability to grow from these changes.


Morgan, A 2000, ‘What is narrative therapy? An easy-to-read introduction’, Dulwich Centre Publications, Adelaide, accessed here: <https://dulwichcentre.com.au/what-is-narrative-therapy/>

Myerhoff, B., Metzger, D., 1980, ‘The Journal as activity and genre: Or listening to the Silent Laughter of Mozart’, Semiotica, Vol. 30, No. 1-2, pp. 97-114, https://www.degruyter.com/view/journals/semi/30/1-2/article-p97.xml.

White, M., 2007. Maps of Narrative Practice. Journal of Family Psychotherapy, [online] 19(4). Available at: <https://www.tandfonline.com/doi/pdf/10.1080/08975350802475114?casa_token=n5H5GgeB8PEAAAAA:2PEcEHXxWqRVqSOtOaPzMdCOUjXUrMcsVeaDVZWpX5uNXnxOREQX4izfAtAiY0btnH3PCXgtseYj>

BCM302: Pitch Peer Reviews

Bella Creswick: Needing a Feeding

Concept and Methodology 

Needing a Feeding is a Digital Artefact Bella has had established since 2019.  I have been following Bella’s Digital Artefact for quite some time and it is great the way she has been able to continuously iterate and grow her DA over the years. Her content is focused on demonstrating easy meals for students who may have limited cooking experience, are time poor, may not have a lot of equipment or have limited ingredients. Bella showcases these delicious recipes through short videos posted on TikTok that can be easily followed or saved for her audience to come back to. Bella demonstrates the prinicples of FIST for her methodology as she will be producing and editing her content directly from the TikTok app as it takes less time and is more efficient in creating and sharing the content. 


Bella’s DA demonstrates relevancy as it is evident the content she creates is enjoyable for her and relates to her interests. She states in her blog that she had previously been interested in studying nutrition and her various content creation has been valuable in showing her skills to potential employers. The content of Needing a Feeding is very accommodating to her audience and their limitations she has clearly taken into consideration. 


I’m not too sure if the Needing a Feeding instagram will still be in use as Bella had explained in her pitch that it was a lot more faster and simple to do it all from TikTok. I believe the Use of instagram should still be utilised as various users I follow post their TikToks to their instagram stories or even share the same video on TikTok as their instagram Reels. This can help expand Bella’s exposure of her Digital Artefact especailly with her specific target audience of Students using those two social media apps the most. 

Bella mentions in her pitch blog post of researching NFTs and potentially creating recipe NFTs. I understand she is still in the research stage of this, so it will be interesting to see in her BETA how her knowledge has developed and how she is planning to progress with the creation of recipe NFTs. A schedule of her content creation/ research would have been great to demonstrate how this would fit into her time allocated to her DA and when she plans on progressing with the NFT idea. 

Pitch Quality

The pitch presentation was an engaging video of very high quality and has clearly executed her concept, methodology, audience, utility and the principles of FIST. 

Josephine Doyle: Women Who Lead AU

Concept and Methodology 

Women Who Lead AU is Josephine’s DA that is based on her interest in gender equality in Australia and supporting women who are paving the way for the next generation of female leaders. Josephine has created a WordPress blog where she will be providing information of women in leadership, gender equality and inspiration on developing leadership skills. From her blog, Josephine will then be remediating her content across various platforms such as Youtube, Instagram, Anchor and TikTok. 


It is evident from Josephine’s pitch that her Digital Artefact is a very relatable to her and allows her to share and produce content of her interest. She has been able to define a clear audience of female undergraduate students and has utilised multiple types of media that will allow her content to be exposed to her audience as they will be familiar and often engage with these platforms. Josephine’s use of multiple platforms will also demonstrate to future employers of her skills across various applications and producing content.


I believe the topic of her DA has a very strong community that Josephine could definitely utilise to create feedback loops and also further engage in. I understand she plans to utilise Twitter with relevant hashtags, she could further this by engaging in subreddits regarding gender equality and women in leadership. 

Pitch Quality

Josephine’s pitch was very well structured with her concept, methodology, utility, audience and use of FIST principles all provided and well executed. Her DA also includes a strong aesthetic, creating cohesion across the various platforms Women Who Lead AU will be accessible on. 

BCM302 Pitch: ‘In the Interim’ Podcast

Recently I have started a full-time job whilst studying full time. My current problem is transitioning into this role, managing the 2 and prioritising my tasks and time management. In recent facetime calls with my 2 friends, I have been voicing these concerns of mine and seeking advice for this transition in my life. These facetime calls often lead to my friends speaking of their current hurtles and experiences, positive or negative. This lead to the idea of starting the ‘in the interim’ podcast. 

Analytics and Feedback

For my digital artefact feedback, I plan to use analytics off anchor to show the progress of the podcast and the audience engagement. The analytics from anchor will show the main listening platforms, age group of audience, countries the podcast is reaching and how many plays the podcast has received. Through instagram, I will use stories to help engage with our audience and receive feedback. Twitter would also be a good platform to connect with fellow BCM students and gain their feedback and interact with each other’s DA’s.


Fast- This is not my first time doing a podcast, I know what I need to do and what is required for each part. The work load will also be shared with my other 2 friends as well in order to continuously produce content weekly.

Inexpensive: There is no monetary cost involved for the DA although in terms of time, my friends and I often speak on the phone to each other for about 2hrs, recording will not have an affect on time however, The most time consuming will likely be editing.

Simple: The process is quite simple as I have had experience in creating a podcast. It will involve recording, editing, uploading, curating post for the Instagram relevant to the podcast episode. 

Tiny: As stated above, my DA is broken down into actionable steps that will be shared amongst the 3 of us. 


Predictions of the Art Experience

Monet and Friends Immersive experience

In this blog post, I will go over what is Augmented Reality and Virtual Reality and then will be discussing my predictions for the experience of Art in the future and how VR and AR will impact this.

Augmented Reality makes digital alterations or additions to your existing environment. Virtual reality immerses you fully into a virtual environment that has either been artificially generated or changes the real world to something other than your own.

In week 6 we focused on futurist, one of them being Alvin Toffler who stated “Futurists do not ignore the present.” I find this statement coincides with my thoughts on VR and AR in the art experience. Presently, due COVID, the implementation of these technologies have had a major impact on allowing individuals to experience art in a new way.This can be furthered through Heli Paalumäki’s ‘Imagine a Good Day’ where it is stated that “possible futures have to be descendants of the present just like the present is an actualised possible descendant of a past situation.” I believe this has caused a shift which will now accelerate AR and VR to be more involved and accessible in our Art experiences going forward. This is furthered through the article by Smithsonian Magazine where an artist had expressed “Things that I thought might become more urgent in 5-10yrs, were urgent now. AR and VR technologies have evolved so quickly.” The artist has expressed how these technologies have been able to accommodate to our new society.

From the 2021 Tech Trend Report, it discusses how the future of experiencing entertainment and art will never be the same. The pandemic caused a rapid shift and a series of innovations that has revolutionised our experiences going forward. VR and AR technology will be the focus of this industry as “in the coming years, technology must be developed to support, enhance, and accelerate collective experiences by offering more quality, diversity, and accessible live entertainment for all.”

When discussing with family and friends about our future experiences of art, I wanted to understand their thoughts and how they believe it will change or how it has changed. Collectively they all agreed that it is definitely becoming more prominent in our society and especially since the implications of COVID. I had also received feedback on my DA BETA from Casey who explained her experience and how she feels this technology will develop the art experience further.

From all that I have discussed above, I do believe these new technologies will become more prominent in the Art industry for museums, galleries and exhibits and within in near future over the next 5-10yrs, VR and AR technologies will have quite an impact on the art industry and individuals experiences.

Just Keep Tweeting, Just Keep Tweeting, Tweeting, Tweeting

We have reached Part 2 of the live tweeting experience for BCM325. The last 5 movies were very captivating and made it a bit difficult to engage with my peers on the BCM325 twitter but overall I felt a lot more confident this time round as I had gained a good understanding of how to manage tweeting during movies. I kept my preparation from round one relatively the same for this time with gaining knowledge on the movie, doing research and collecting sources relating to the film. I would collect all my information and draft tweet ideas in a Notes document that I would use to curate and post tweets during the live viewing. Below is an example of how I would format my Notes for each week.

Blade Runner 2049

Blade Runner 2049 is the continuation of the 1982 Blade Runner movie. I felt as though this storyline had a major emphasis on the ‘soul’. What stood out to me was the soul of the replicant characters and the soullessness of the human character’s. My curiosity lead me to this article that goes into an analysis of what is defined as a ‘Soul’ and how it develops throughout the film in the replicant characters.

The storyline of the film regarding a replicant and human being able to reproduce, lead me to the thought of how this occurrence could lead to the development of a replicant society. The idea of a replicant child being born leads the replicant characters to reflect on their own personal existence. This challenges their idea of what is considered to have a soul as originally to have a soul was to be born but shifted to the idea that having a soul is being able to make your own decisions, understand your feelings and think for yourself.

The Matrix (1999)

The Matrix created new way of understanding our reality. “It’s not that the film was prescient. It didn’t anticipate our world. But it anticipated — and probably created — a new way of viewing that world.” I thought this was a really important point to tweet relevant to our future studies lecture material. It follows the idea that in that science fiction does not predict the future but can teach us about our past, therefore “creating a new way to view the world”

Alita: Battle Angel

In the live-tweeting for Alita: Battle Angel, it definitely was a unique experience as the fanbase called the ‘Alita Army’ had began to interact with our tweets which lead to a lot of engagement, retweets and many likes on a few of my tweets.

In Alita: Battle Angel, we are again presented with the Future with Cyborgs. This tweet relates to Donna Harroway’s ‘A Cyborg Manifesto’ where she states how the cyborg is a model in Haraway’s thinking for the future of humanity, one which leads to a different attitude toward biological, digital and mechanical technologies. 

I tweeted a quote by film director James Cameron that can be linked back to the lecture material regarding Marshall McLuhan as he discusses how  all technology, is an extension of human physical, social, psychological or intellectual function: the wheel is an extension of our feet; the phone was an extension of our voice and is now much more; the computer extends our brain” etc.

Ready Player One

Ready Player One was probably my favourite film of the session, I was very into the movie which lead to a lack of engagement with my peers. However, I was still able to tweet quite a bit as my tweets mainly focused on VR technology as this is the topic I am focusing on in my own digital artefact. My tweets highlight how the use of VR was not only depicted in the film but used in making the film. It further demonstrates how VR creates this dystopian vision of escapism or “unthinkable complexity” as stated in Tony Myers’ ‘The Postmodern Imaginary In William Gibson’s Neuromancer’.

Robot & Frank

Robot and Frank shows a very near future and brings to light some of the concerns surrounding the use of Robots as carers in and in old age care in particular. It’s a controversial topic yet a concept which is already happening in real life. This can be furthered through ‘The Seven Beauties of Science Fiction’ where Csicsery-Ronay states “science fiction doesn’t predict the future, rather it represents how a possible future can be imagined by making specific changes to current conditions”.

The Live-Tweeting experience has been very beneficial in helping me understand the subject materials and relating it to the films each week. I’ve enjoyed the experience and skills I have developed.

A BETA way to give Feedback

We have reached the BETA stage of our digital artefacts, meaning I’m to continue engaging and involving myself into my peers Digital Artefacts. I will provide comments on 3 peers BETA’s where I give my feedback and make suggestions.

Comment 1: Bella- Will 2030 taste BETA

My first comment was on Bella’s BETA. I had previously commented on her Pitch and have been following her DA which allowed me to have a good understanding of her DA and how it has progressed. As stated in my comment, Bella did a really good job of utilising Tik Tok and predicting that she would have more engagement from the platform. I suggested she incorporate short facts or pose questions in order to incorporate the Future aspect into her Tik Tok videos in order to gain more potential engagement or provide insight to her audience.

Regarding her Youtube video, it was really insightful but I understand how it is difficult to gain engagement on the Platform, hence why I suggested she could try sharing her video to Twitter and Reddit to gain more interactions for her content.

Bella has done well including relevant subject material into her Digital Artefact. She has made clear links between her research and information with the subject material. I found watching her first video essay that she could also link her work to Elenora Masini’s ‘Reconceptualising Futures: a Need and a Hope’ stating how desirable futures are embedded in social structures. This can be unpacked further by Bella as she could link it to the increase in plant-based meat becoming more popular in society and how more individuals will be more open to buying the products as it becomes more available and prevalent in our society.

Comment 2: Grace Mary- Future of Fast Fashion

Grace’s digital artefact demonstrates quite a bit of research in the Fast Fashion industry. Upon watching her first Video essay, there could be improvements made to the content as the video contained a lot of information and text and very minimal visuals that could have made it a lot more engaging. With my feedback, I provided a link to a source that could benefit Grace in creating more engaging videos.

When it came to her audience for her Digital Artefact, she had stated that her audience was not clear but has since iterated her DA so that her audience focus is mainly uni students aged 18-25yrs. I made the suggestion that she could share her videos to twitter, in order to gain more engagement from her specific target audience.

I had noticed Grace’s video essay and BETA had lacked the inclusion of the subject material. I concluded my response by connecting her Digital Artefact with subject material, specifically from Csicsery-Ronay’s “The Seven Beauties of Science Fiction” and how Grace’s she could use it to support her predictions.

Comment 3: Hussein- My future after Graduation

My final comment was on Hussein’s BETA who is focusing on his future after graduation. I found this topic to be quite interesting as it is quite self-reflective and he could relate or question his research to his own unique experience. I suggested for his blog post series that he has visuals, videos and images that relate to his research and and topic in order to make his blog post engaging.

I also made the suggestion of utilising other platforms such as Reddit to share his content and create more engagement and feedback loops.

An idea I thought could be interesting to add in one of his blog post, is the potential of talking to individuals who have already graduated and their thoughts before graduation and post graduation.

I understand I could have provided additional subject material to link to his topic but I felt as though Hussein’s chosen subject material worked very well for his topic and made it clear how he was relating it to his experience as well as his relevant research and information.


Similar to my execution of the Pitch comments, I wanted my BETA comments to demonstrate what my peers have done well in the development of their DA’s and then provide useful feedback that they can implement into the final stage of their Digital Artefacts. I aimed to provide sources that could be used to further the research and information they had already established. I would then conclude the comments sharing additional sources or relevant subject materials that could be beneficial.

In my first round of comments, I had lacked in including subject materials in my comments to my peers. I had stated in my reflection of the pitch comments that I needed to improve in this aspect. With the BETA comments, I was able to succeed in providing subject material to my peers that I believed could be beneficial to their DA’s and further linking to the subject.

Overall, I am happy I was able to improve in the area I was previously lacking in providing. I believe from this round of comments, I have been able to further understand the subject material and how I can improve my own Digital Artefact to be more relevant to the subject.

‘Don’t Drop the Bomb’ Contribution

‘Don’t Drop the Bomb’ was a collaborative game developed by Bella Creswick, Josephine Doyle, Olivia Burt, Katelyn Giuditta, Laura Wilson and myself. Linked are their individual blogs discussing the game developing process and their contributions. 

In order to work collaboratively on the Group game design and keep on track of the process, we created a Group Journal where we had added in our weekly task, game ideas, images, research, playtesting and iterations. Josephine had put a lot of effort into providing research and sources weekly into our Group Journal.

Prototyping ‘Sneaky Blinders’

Prior to creating ‘Don’t drop the Bomb’, our initial idea was a game called ‘Sneaky Blinders’ which was a party role-playing game that was influenced by Spyfall. When it came to play-testing the game, we had found there were the same common flaws no matter how much we adjusted the mechanics and play of the game. In Nielson et. al. ‘What is Game?’ it discusses Johan Huizinga’s idea that games require time, affect behaviour and affect our mood. After much playtesting of ‘Sneaky Blinders’ and given it time to potentially develop, it was apparent our attitude, emotion and response towards the idea of the game was that it was not what we were trying to achieve. This then led to a group discussion about the aspects of the game that worked and did not work. 

We wanted a game that was simple, yet provoked thought amongst the individuals. There was also the collective agreement that an easy to understand and fast paced game was best as there were games we had played during class that lost our interest quickly due to the rules being quite extensive and hard to comprehend before playing. Josephine had mentioned a word association game that was trending on Tik Tok and from that the group brainstormed how we could adapt it into a game that included the elements we had discussed. This then led us to prototyping a game during class. Bella and Olivia were the 2 players versing each other, I had written a word on a sticky note and showed the 2 players. They then wrote their “Bomb word” on their own individual sticky notes. Sourcing a sand timer from the classroom, they began to play a few rounds of the game. Once one of the players had said their opponents “bomb word” then the round was over and a point was allocated. We were happy of the development of ‘Don’t Drop the Bomb’ as the game was fast paced, easily flowed, simple and required few mechanics. 

Prototyping ‘Don’t Drop the Bomb’

When discussing with the group on the theme of ‘Don’t drop the Bomb’, it was agreed that it was an abstract game as it doesn’t fall under a specific theme and there is more emphasis and importance on the play of the game.

For the material and design of the game, we had agreed that whiteboards would be easy and effective to use during the game. Bella had provided the Whiteboards, Olivia created the deck of word cards and the timer was sourced from the classroom. 

For the group pitch, we had split the tasks and selected the part that suited our strengths which can be seen in our Group Journal that notes which part was assigned to the member of the group. I had created a Canva presentation and shared it with the group members to allow us to work on our individual sections in a cohesive manner.


My section of the Group Pitch was the ‘Playtesting experience and response to feedback through iteration.’ For this part, I had taken the feedback forms of the other group who play tested our game and evaluated their feedback by splitting the feedback questions into sections:

  • General overall feedback
  • Improvements that could be made
  • Iterations from feedback

In our group pitch, at 8mins and 30secs, I explain in detail of the feedback and how we iterated our game from the responses. Below I have provided the slides reflecting my audio. 

For our pitch presentation, we had received feedback from Chris to potentially change the title of the game as our game can be played as an educational game but the title may be misinterpreted. 

Throughout our Group Design experience, although we were faced with obstacles, which is expected when designing a game and is part of prototyping/ iteration, I am satisfied we were able to collaboratively find a solution and develop a game that incorporated each of our input. Being able to effectively communicate and bounce off each other’s ideas, has also provided me with a deeper understanding of the theory and how it applies to games. Reflecting on our work and what I have learnt throughout our development of our game, I have gained knowledge I can implement into my own Individual project.


Simon Egenfeldt-Nielson, Jonas Heide Smith, Susana Pajarest Tosca 2008. Chapter 3 “What is a Game?” Taylor and Francis. 22-40.

BETA: Where Art Thou in Future?

For my Digital Artefact I have been researching the future of our experiences and interaction with Art through the emergence of Virtual Reality and Augmented Reality technologies. To learn more about my Digital Artefact, click here to view my Pitch on the topic.


For my DA I am creating 3 blog post that will focus on various elements of the use of VR and AR in the experience of the Art industry.

The 1st Blog post can be viewed here: I discuss how the industry are currently implementing AR and VR technologies to create new experiences and unique interactions.

The 2nd Blog Post can be viewed here: in this blog post, I researched the advantages and disadvantages of these technologies being implemented within the industry.


As stated in my BETA, I have been able to keep on track of my schedule, but will need to improve on creating engagement and feedback for my posts which I could implement into my final blog post.

Further Background Research

For the 3rd blog post, I have begun to conduct my research and was interested by an article by ‘The Art Newspaper’ , that suggested there could be the potential for artist to curate their own gallery and exhibit experiences that would allow them to showcase their work where individuals could interact, personalise and share. There could even be the possibility of technology curating art that appeals to each individual and providing a VR experience showcasing them a gallery or exhibit of their favoured Art.

Once I have completed my research, I will gather my prior information to evaluate and reflect in order to support my thoughts, possibilities and predictions of the mid to far future of our changed experiences and interactions with art through the implementation of VR and AR technology in the industry.

According to Istvan Csicsery-Ronay book ‘The Seven Beautifies of Science Fiction’ he discusses how predictions of the future must be based on the present and the past explaining the future as a mere continuation of the past, the two are not mutually exclusive. I will be utilising this source in order to justify why my predictions are plausible.

Pros & Cons of AR and VR in the Art experience.

When you think of experiencing Art, going to a gallery, exhibit or museum is usally followed by walking around and admiring the works. With the development of technology, our experience of Art is evolving and changing, causing this traditional experience to shift.

Throughout this post I will be discussing the Pros and Cons of Augmented Reality and Virtual Reality in the Art experience.

Firstly, the pricing for the technology, software and production is quite expensive for artists and creators. It’s not something every single person will be able to afford and have access to.

However, although production can be expensive for artists and creators, the implementation of the technologies of AR and VR, allows the artwork to be free, expanding far beyond the confines of a gallery or museum. It enables the art to be viewed by individuals around the world, creating a whole new audience.

An example of this is through an AR art exhibit in a Miami museum where there were concerns that people would be too involved with their phones and not interact as much. It was the complete opposite, in that everyone who was there experiencing it, shared their excitement and their views of what they were witnessing. It is often people have the view that technology isolates us and makes people less social and unaware. This exhibit had the opposite affect, people engaged and made the experience a shared experience.

There is also the question regarding the older generation who aren’t accustomed to these new technologies. What will this development mean for them? Will they accept change? Will it enhance their traditional experience? It comes back to the argument of people expressing that being there and present is always better then experiencing it online or through technology.

I believe this perception has shifted due to COVID and how VR and AR have been able to connect people and provide art and entertainment from the comfort of people’s homes. An example of this is through London’s Serpentine Galleries who began exhibiting ‘The Eternal Wave’ which was a Virtual Reality experience produced by a VR & AR company called Acute Art. The VR experience of this exhibit was cut short when the gallery had to shut down due COVID. In order to provide the experience to individual’s from their homes, the company created The Eternal Wave VR into an augmented reality experience through the Acute Art App they had created. This allowed individuals to download the app and experience the AR version of the exhibit.

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