Take a look at the digital ‘Mars House’ that just sold for over $500,000 – the world’s first crypto real-estate sale

"Mars House" on SuperRare
“Mars House” on SuperRare

  • A digital house sold for over $500,000 to a Toronto buyer.
  • The house can be uploaded into the buyer’s metaverse or even recreated in the physical world.
  • NFT real estate could be set to boom, according to the head of real estate group Republic.
  • See more stories on Insider’s business page.

A digital home sold for over $500,000 online in March.

The house was sold as a non-fungible token, or NFT, on the SuperRare marketplace. In exchange for about $512,712 worth of ether, the Toronto buyer received 3D files and clips of the NFT piece, called “Mars House,” set to music.

The files can be uploaded to the buyer’s metaverse and used as a home for their avatar. A metaverse is a virtual world similar to “SimCity” or “Minecraft.” In the metaverse, users can buy digital assets including homes and clothes while living and interacting with other users via an avatar in the virtual world. One of the most popular NFT metaverses is Decentraland, a community-owned site where users can build their own reality.

The NFT is the first blockchain-based digital house in the world, according to SuperRare. The artist Krista Kim worked with Jeff Schroeder from the band Smashing Pumpkins to generate the music for the clip.

The house, which is set on Mars, appears to be made up almost entirely of glass.

from on Vimeo.

The artist said she was inspired during quarantine to build the digital house.

“Kim ventured into NFTs while exploring meditative design during quarantine; her hope was to use the influx of digital life as an opportunity to promote wellbeing,” the press release said. “Comprised entirely of light, the visual effects of her crypto-home are meant to omit a zen, healing atmosphere.”

Read more: What you need to know about NFTs, the collectible digital tokens that are selling for millions online

Though the house currently only exists on the blockchain, it can be recreated in real life by glass furniture-makers in Italy or via LED screens, according to the press release.

“Everyone should install an LED wall in their house for NFT art,” Kim said in the release. “This is the future, and Mars House demonstrates the beauty of that possibility.”

The over $500,000 sale is just one of many NFT drops that have captured the spotlight in recent months. Earlier in March, digital artist Beeple sold a crypto art piece for nearly $70 million. NFT sales have encompassed anything from 3D images and videos to memes and tweets.

In March, Twitter CEO Jack Dorsey sold his first tweet for $2.9 million.

Janine Yorio, the head of the real-estate group Republic, said NFT real estate could be the future of home-buying.

“I predict that the best parcels of virtual real estate will appreciate faster than real-world real estate,” Yorio said in a post on CoinDesk, showing how NFTs have already gathered value in recent months.

In February, an NFT buyer was able to flip a crypto art piece for $6.6 million, or nearly 1,000% its initial purchase price. Over the past 30 days, NFT sales have generated over $1 billion, according to CryptoSlam.

Furthermore, virtual real-estate sites like Decentraland have continued to grow in recent months. The site’s internal currency, “MANA,” has a $225 million market value. MANA prices have risen over 321% in the past year, according to Yorio.

Read the original article on Business Insider

The PlayStation 5 is getting a new PlayStation VR headset

PlayStation 4 VR
The PlayStation VR headset for the PlayStation 4.

  • Sony is making a new virtual reality headset for the PlayStation 5.
  • It’s the successor to the PlayStation VR headset for the PlayStation 4, which launched in 2016.
  • The new headset will provide “dramatic leaps in performance and interactivity,” Sony said.
  • Visit the Business section of Insider for more stories.

The PlayStation 5 is getting a virtual reality headset, Sony announced on Tuesday.

The new headset is the successor to PlayStation VR, which launched for the PlayStation 4 in 2016 and went on to sell over 5 million units. Though Sony didn’t share images of the new device, it’s said to provide, “dramatic leaps in performance and interactivity” over the previous generation. 

Sony Senior Vice President of platform planning and management Hideaki Nishino shared a few more details about the new headset in a blog post:

  • It won’t launch in 2021.
  • It has a new type of controller, “which will incorporate some of the key features” of the PlayStation 5 gamepad. 
  • It uses a single wire, rather than a series of cords (unlike the PlayStation VR headset for PS4).
  • The specs are getting upgraded, and Nishino promised improvements to, “everything from resolution and field of view to tracking and input.” 

The original PlayStation VR headset works on the PlayStation 5, albeit with technology that was originally launched nearly five years ago. 

“Obviously the technology has moved on since the first PlayStation VR headset, and we will capture that,” Sony Interactive Entertainment CEO Jim Ryan told the Financial Times.

Despite the success of the first PlayStation VR headset compared to other VR headsets, its sales numbers paled in comparison to the PlayStation 4 console itself. Sony has sold over 5 million PlayStation VR headsets, and over 110 million PlayStation 4 consoles. 

Ryan said that virtual reality is a long-term project for PlayStation.

“PlayStation believes in VR. Sony believes in VR, and we definitely believe at some point in the future, VR will represent a meaningful component of interactive entertainment,” he told the Washington Post. “Will it be this year? No. Will it be next year? No. But will it come at some stage? We believe that.”

Got a tip? Contact Insider senior correspondent Ben Gilbert via email (bgilbert@insider.com), or Twitter DM (@realbengilbert). We can keep sources anonymous. Use a non-work device to reach out. PR pitches by email only, please.

Read the original article on Business Insider

Virtual reality is offering timely narratives on race, diversity and culture by centering the perspectives of people of color

Blood Speaks_ Maya - The Birth of a Superhero
An image from Blood Speaks: Maya – The Birth of a Superhero.

  • Developers are using virtual reality to recreate both historic and everyday events, and allow users to hear and experience different perspectives.
  • Some experiences are designed to encourage people to look at their own behavior, while others tell lesser-heard stories. 
  • One takes users back to the civil rights movement of the 1960s, while another documents the discrimination experienced by a Black male during throughout his life.
  • Visit Business Insider’s homepage for more stories.

As demand for virtual reality and augmented reality continues to grow, people are increasingly using it to learn about racism or hear more stories from people of color.

Read more: What is augmented reality?

In some cases, developers are using the technology to recreate historic events and instances of racism in the hope it will make people address their own misconceptions, Axios reported. In other cases, projects led by people of color are creating highly inventive experiences that entertain as much as they educate. 

Demand for virtual reality is set to boom over the coming years. Shipments of VR headsets are expected to grow 48% annually over the next four years, according to estimates from the International Data Corporation.

The technology is allowing developers to create interactive documentaries, likened to “living museums.”

As part of this, people are using the technology to encourage empathy with marginalized groups. VR simulations show people what it’s like to be homeless, pregnant, in a wheelchair, autistic, or a different race, according to Erick Jose Ramirez, associate professor in the Department of Philosophy at Santa Clara University.

“The idea is that technology might help us better understand what it’s like to be someone on the receiving end of racist violence [which] can help us understand the roots of our own racism and then combat it,” Ramirez wrote.

Read more: Google employees sent a letter demanding leadership changes and a stronger commitment to ‘academic integrity,’ as tensions over AI ethicist’s exit continue to rise

Studies have previously suggested that adopting a different race during a VR experience can affect people’s unconscious behaviors during gameplay.

‘I Am A Man’ takes users back to the civil rights movement of the 1960s

“I Am A Man,” made by independent VR developer Derek Ham, takes users back to the key events of the US civil rights movement leading up to the assassination of Dr. Martin Luther King, Jr., including the 1968 Memphis Sanitation Worker’s Strike.

It combines historical film and photographs with voice narrations from actual civil rights participants, and worked alongside the Civil Rights Museum in Memphis to ensure its accuracy.

I Am A Man VR Experience from on Vimeo.

 

“The vision is to give people an experience of history in a way that provides a more personal understanding of the struggles of these marginalized people,” Ham said on the website.

“The VR experience allows one to literally walk in the shoes of people who fought for freedom and equality during the civil rights era. Most importantly, this project gives users a deeper awareness of their struggle.”

The project, which has won awards, including at the Cleveland and Nashville film festivals, can be downloaded from the Oculus Store but is also available for web, mobile, and screen immersive viewing.

Everyday racism

But not all these VR projects focus on historical events. Some, such as “1,000 Cut Journey,”  look at the everyday life of Black people to show how they face racism on a daily basis.

In the VR developed by Stanford and Columbia Universities, an assistant professor at Columbia’s School of Social Work, users witness the discrimination experienced by a Black male during both his childhood and adult life in the classroom, the workplace, and by police. This is all condensed into 12 minutes.

And “Traveling While Black,” produced by Academy Award winner Roger Ross Williams and Emmy Award-winning Felix & Paul Studios, takes users to Ben’s Chili Bowl, a diner in Washington DC that was used by many Black people as a space safe during the Jim Crow laws.

During the experience, users converse with diners who discuss their experiences of restricted movement and race relations as a Black person in the US. The experience aims to confront the way people both understand and talk about race.

 

“If you’re not African American, you get to go into a space and be part of a conversation that you probably normally would not be privy to,” Williams told The Guardian. “If you are Black, you get to delve deep into that inner trauma that we all carry with us in America as Black people.

“I think that’s really powerful in the way that 2D storytelling can’t provide.”

VR is a vehicle for companies to teach staff about implicit bias

These VR projects aren’t just for personal use. Some are being launched on a corporate scale, too, as an innovative way to provide workplace equality, diversity, and inclusion training. 

Vantage Point, for example, uses VR to teach both Fortune 500 companies and schools about racial discrimination and gender inequality. Vantage Point works alongside companies in the US, UK, Ireland, and France. During the pandemic, it has been shipping headsets to clients.

PwC and tech startup Talespin have launched similar VR implicit bias training, which immerses participants in scenarios where they learn to make inclusive hiring decisions and point out instances of discrimination.

Training programs like these could become more common in the future.

US companies spend $8 billion annually on diversity and inclusion initiatives, yet research shows that they’re actually more segregated now than they were 40 years ago.

VR could be an option for companies to ramp up their implicit bias training – and a PwC study found that it’s actually more cost-effective that classroom-based training. Participants learn quicker and stay more focused, too.

virtual reality VR

Beyond borders

In the UK, immersive technology is also being used to highlight the experiences of people from all backgrounds and ensure their voices are being heard. 

One timely example of this is The CreativeXR program, which is run by Digital Catapult and Arts Council England, and features a varied range of VR and AR-based stories, many of which have been created by people of color.

Blood Speaks: Maya – The Birth of a Superhero, Munkination, SONG, and A Place to Be are among these inventive offerings. Some can be accessed using VR headsets such as Oculus Quest; others via a mobile phone. 

In Blood Speaks, an ordinary 21st-century girl transforms into a superhero whose powers derive from the process of menstruation. The unflinching story is moving and thought-provoking in equal measure.

The project, which was developed specifically for Oculus Quest using Quill and Unity, is inspired by the stories of women in Nepal who are forced into exile because their menstrual blood is considered impure, according to creator Poulomi Basu.

In a statement, Basu said: “The first phase has seen massive impact and helped activate policy change in Nepal. With a little brown girl magic, we are looking to forge new audiences through this female-led narrative that features voices that reconfigure audience perceptions of BAME [black and minority ethnic] characters and, through their interaction with Maya, we want to inspire our audience to find the magic within themselves.”

Musical projects lend themselves particularly well to immersive mediums as Munkination – a hip-hop opera with a futuristic story about climate change at its heart – demonstrates.

Its creator, HAM The Illustrator, said in a statement: “I created this experience because I want to engage my community. There aren’t many stories by and for people like me, and I want to tell a story that puts us at the forefront; our heritage, our perspective, and that history of living in equilibrium with nature, because we don’t have much time left, and we all need to be involved.”

Equally, SONG, an immersive 360° performance based on the K-Pop phenomenon, also uses music to tell a powerful story. The action takes place inside a “planetarium” installation and features simultaneous live streams in VR and 2D environments.

According to creator Sammy Lee, the project emerged out of a deep commitment to the future of the performing arts, driven by the energy of pop music as military technology. 

A scene from A Place To Be
A scene from A Place to Be.

Finally, A Place to Be, by The Independent Film Trust, explores the black British experience beyond the constraints of the present day. The 360˚ VR experience is set in a south London shebeen and uncovers the untold histories of Black Britons. Set in 1981, days before the Brixton uprising, the experience transports viewers to one of the unlicensed clubs that offered a safe space to the African-Caribbean community away from systemic racism. 

Fans of immersive technology should expect to see many more similar inventive AR and VR experiences from a range of providers in 2021, as demand for diversity and culture-based projects continues to align with the need for creative ways to stay connected.

Read the original article on Business Insider

Mark Zuckerberg made a surprise appearance on the world’s buzziest social network to talk about the future

facebook ceo mark zuckerberg
Facebook CEO Mark Zuckerberg.

  • Facebook CEO Mark Zuckerberg appeared on a Clubhouse talk show on Thursday evening.
  • Zuckerberg appeared on The Good Times Show, a talk show on the buzzy new social networking app.
  • The show has attracted tech moguls including Tesla CEO Elon Musk and Robinhood CEO Vlad Tenev.
  • Visit Business Insider’s homepage for more stories.

The man in charge of the world’s biggest social network just joined the world’s buzziest new social network.

Facebook CEO Mark Zuckerberg created a username – “Zuck23” – and signed on to the new voice-chat-based. invite-only social app Clubhouse on Thursday night for an interview.

Like Tesla CEO Elon Musk before him, Zuckerberg jumped on Clubhouse to participate in “The Good Time Show,” a talk show based on Clubhouse.

Zuckerberg was on the show to discuss futuristic technology from Facebook’s Reality Labs group, which specializes in augmented reality, virtual reality, and other platforms believed to be the future of human-computer interaction.

To that end, Zuckerberg discussed the promise of AR/VR as it applies to remote work. In the next 5 to 10 years, according to Zuckerberg, half of Facebook’s staff could be working remotely on a permanent basis – regardless of global pandemics.

“We should be teleporting, not transporting, ourselves,” Zuckerberg said, according to a transcription from venture capitalist John Constine

Perhaps more notable than what Zuckerberg said on Clubhouse was his presence on the buzzy new social networking app – Facebook is notorious for replicating key features of its rivals through Facebook and Facebook’s subsidiaries. Instagram Stories, for instance, is largely a re-creation of a similar function on Snapchat. 

Aside from positive buzz, Clubhouse has been repeatedly criticized for its moderation issues that overwhelmingly impact Black people and people of color, Grit Daily reported. “On Clubhouse,” the report said, “there are no screenshots. There is no way to drag up old Clubhouse posts years later like a user might do on Twitter. There is no way to record conversations – meaning there is no way to prove that someone said anything controversial at all. There’s no path to accountability.”

Clubhouse’s key functionality is voice-based communication: Users essentially join instanced group voice chat rooms, which other social networks don’t offer. The app is currently invite-only, but it’s expected to open up to everyone in the near future.

Got a tip? Contact Business Insider senior correspondent Ben Gilbert via email (bgilbert@businessinsider.com), or Twitter DM (@realbengilbert). We can keep sources anonymous. Use a non-work device to reach out. PR pitches by email only, please.

Read the original article on Business Insider

How developers are using immersive tech to offer timely perspectives on race, diversity and culture

virtual reality VR
  • Developers are using virtual reality to recreate both historic and everyday events, and allow users to hear and experience different perspectives.
  • Some experiences are designed to encourage people to look at their own behavior, while others tell lesser-heard stories. 
  • One takes users back to the civil rights movement of the 1960s, while another documents the discrimination experienced by a Black male during throughout his life.
  • Visit Business Insider’s homepage for more stories.

As demand for virtual reality continues to grow, people are increasingly using them to learn about racism or hear more stories from people of color.

In some cases, developers are using the technology to recreate historic events and instances of racism in the hope it will make people address their own misconceptions, Axios reported. In other cases, projects led by people of color are creating highly inventive experiences that entertain as much as they educate. 

Demand for both virtual reality is set to boom over the coming years. Shipments of VR headsets are expected to grow 48% annually over the next four years, according to estimates from the International Data Corporation.

The technology is allowing developers to create interactive documentaries, likened to “living museums.”

As part of this, people are using the technology to encourage empathy with marginalized groups. VR simulations show people what it’s like to be homeless, pregnant, in a wheelchair, autistic, or a different race, according to Erick Jose Ramirez, associate professor in the Department of Philosophy at Santa Clara University.

“The idea is that technology might help us better understand what it’s like to be someone on the receiving end of racist violence [which] can help us understand the roots of our own racism and then combat it,” Ramirez wrote.

Read more: Google employees sent a letter demanding leadership changes and a stronger commitment to ‘academic integrity,’ as tensions over AI ethicist’s exit continue to rise

Studies have previously suggested that adopting a different race during a VR experience can affect people’s unconscious behaviors during gameplay.

‘I Am A Man’ takes users back to the civil rights movement of the 1960s

“I Am A Man,” made by independent VR developer Derek Ham, takes users back to the key events of the US civil rights movement leading up to the assassination of Dr. Martin Luther King, Jr., including the 1968 Memphis Sanitation Worker’s Strike.

It combines historical film and photographs with voice narrations from actual civil rights participants, and worked alongside the Civil Rights Museum in Memphis to ensure its accuracy.

I Am A Man VR Experience from on Vimeo.

 

“The vision is to give people an experience of history in a way that provides a more personal understanding of the struggles of these marginalized people,” Ham said on the website.

“The VR experience allows one to literally walk in the shoes of people who fought for freedom and equality during the civil rights era. Most importantly, this project gives users a deeper awareness of their struggle.”

The project, which has won awards, including at the Cleveland and Nashville film festivals, can be downloaded from the Oculus Store but is also available for web, mobile, and screen immersive viewing.

Some focus on racism experienced in day-to-day life

But not all these VR projects focus on historical events. Some, such as “1,000 Cut Journey,”  look at the everyday life of Black people to show how they face racism on a daily basis.

In the VR developed by Stanford and Columbia Universities, an assistant professor at Columbia’s School of Social Work, users witness the discrimination experienced by a Black male during both his childhood and adult life in the classroom, the workplace, and by police. This is all condensed into 12 minutes.

And “Traveling While Black,” produced by Academy Award winner Roger Ross Williams and Emmy Award-winning Felix & Paul Studios, takes users to Ben’s Chili Bowl, a diner in Washington DC that was used by many Black people as a space safe during the Jim Crow laws.

During the experience, users converse with diners who discuss their experiences of restricted movement and race relations as a Black person in the US. The experience aims to confront the way people both understand and talk about race.

 

“If you’re not African American, you get to go into a space and be part of a conversation that you probably normally would not be privy to,” Williams told The Guardian. “If you are Black, you get to delve deep into that inner trauma that we all carry with us in America as Black people.

“I think that’s really powerful in the way that 2D storytelling can’t provide.”

VR is a vehicle for companies to teach staff about implicit bias

These VR projects aren’t just being used for personal use. Some are being launched on a corporate scale, too, as an innovative way to provide workplace equality, diversity, and inclusion training. 

Vantage Point, for example, uses VR to teach both Fortune 500 companies and schools about racial discrimination and gender inequality. Vantage Point works alongside companies in the US, UK, Ireland, and France. and during the pandemic, it has been shipping headsets to clients.

And PwC and tech startup Talespin have launched similar VR implicit bias training, which immerses participants in scenarios where they learn to make inclusive hiring decisions and point out instances of discrimination.

Training programs like these could become more common in the future.

US companies spend $8 billion annually on diversity and inclusion initiatives, yet research shows that they’re actually more segregated now than they were 40 years ago.

VR could be an option for companies to ramp up their implicit bias training – and a PwC study found that it’s actually more cost-effective that classroom-based training. Participants learn quicker and stay more focused, too.

Beyond borders

In the UK, immersive technology is also being used to highlight people’s experiences from all backgrounds and ensure their voices are being heard. 

One timely example of this is The CreativeXR program, which is run by Digital Catapult and Arts Council England and features a varied range of VR and AR-based stories, many of which have been created by people of color.

Blood Speaks: Maya – The Birth of a Superhero, Munkination, SONG, and A Place to Be are among these inventive offerings. Some can be accessed using VR headsets such as Oculus Quest; others via a mobile phone. 

In Blood Speaks, an ordinary 21st-century girl transforms into a superhero whose powers derive from the process of menstruation. The unflinching story is moving and thought-provoking in equal measure.

Blood Speaks_ Maya - The Birth of a Superhero
A scene from Blood Speaks: Maya – The Birth of a Superhero.

The project, which was developed specifically for Oculus Quest using Quill and Unity, is inspired by the stories of women in Nepal who are forced into exile because their menstrual blood is considered impure, according to creator Poulomi Basu.

In a statement, Basu said: “The first phase has seen massive impact and helped activate policy change in Nepal. With a little brown girl magic, we are looking to forge new audiences through this female-led narrative that features voices that reconfigure audience perceptions of BAME [black and minority ethnic]  characters and, through their interaction with Maya, we want to inspire our audience to find the magic within themselves.”

Musical projects lend themselves particularly well to immersive mediums as Munkination – a hip-hop opera with a futuristic story about climate change at its heart – demonstrates.

Its creator, HAM The Illustrator, said in a statement: “I created this experience because I want to engage my community. There aren’t many stories by and for people like me, and I want to tell a story that puts us at the forefront; our heritage, our perspective, and that history of living in equilibrium with nature, because we don’t have much time left, and we all need to be involved.”

Equally, SONG, an immersive 360° performance based on the K-Pop phenomenon, also uses music to tell a powerful story. The action takes place inside a “planetarium” installation and features simultaneous live streams in VR and 2D environments.

According to creator Sammy Lee, the project emerged out of a deep commitment to the future of the performing arts, driven by the energy of pop music as military technology. 

A scene from A Place To Be
A scene from A Place to Be.

Finally, A Place to Be, by The Independent Film Trust, explores the black British experience beyond the constraints of the present day. The 360˚ VR experience is set in a south London shebeen and uncovers the untold histories of Black Britons. Set in 1981, days before the Brixton uprising, the experience transports viewers to one of the unlicensed clubs that offered a safe space to the African-Caribbean community away from systemic racism. 

Fans of immersive technology should expect to see many more similar inventive AR and VR experiences from a range of providers in 2021, as demand for diversity and culture-based projects continues to align with the need for creative ways to stay connected.

Read the original article on Business Insider