A peek into the Island of Berlin and the future of the digital-social experience

A peek into the Island of Berlin and the future of the digital-social experience

A peek into the Island of Berlin and the future of the digital-social experience

3 years ago

Red pill, blue pill; is this real, or just a dream? Is all that we see as it seems to be, or is reality only something we can feel? With so many new virtual environments on the horizon, the possibilities to create new communities, new connections, new experiences, loom in the spaces between our physical world and the digital one, evoking the same kinds of questions that first went mainstream in 1999. But today’s world is a different one. The internet has evolved, and so have we.

Matt Schapiro is the founder of imnotArt, a hybrid virtual-physical NFT gallery located simultaneously in the Island of Berlin in Cryptovoxels, and in Chicago, USA. The gallery hosts events and exhibitions, and features NFT artworks from around the world. But unlike many other event and art spaces that began in brick and mortar and then migrated online, imnotArt is metaverse-native. They’ve also been fully dedicated to supporting artists and providing a space for people to share work and hang out, which is why they have didn’t take commission on any sales for the first 15 exhibitions that they hosted.

Left: an event at the physical imnotArt NFT gallery, Center: members of SuperRare outside of the gallery, Right: a virtual event at one of imnotArt’s galleries in the metaverse

Waking up in the Metaverse

I have never been much of a gamer, and I have barely skimmed the surface of the content being produced in online spaces like Youtube, Instagram, Twitter, or TikTok, but entering the metaverse was a breeze compared to the feeling of being pelted with messages, memes, and inside jokes that you only understood if you had been “plugged in.” There are a handful of simple controls: forward, backward, left, right, jump, and fly. (The last one, I have not yet figured out.)

But the biggest surprise was what I found when I clicked the link to enter Cryptovoxels for the first time. There were buildings with graffiti on the sides, galleries with digital artworks, an open sky, and one or two other people walking around, mostly dancing. It felt welcoming and expansive, like anything and everything was possible.

Schapiro had been exploring the metaverse as early as 2018, but it wasn’t until February of 2021 that he purchased a piece of land and began developing it. He spent some time in Decentraland, but it was when he found Cryptovoxels that the lightbulb went off.

We noticed that there was this amazing community being built within Cryptovoxels, and it wasn’t until I opened up the game that I saw that an artist had created a gallery. I clicked it, and with one link it just transported me to this gallery, and it blew my mind to see what people were able to create. To me it was a realization about the promise of what the metaverse can be.

MATT SCHAPIRO

To some people, the metaverse is a scary, amorphous place that only coders and gamers are welcome in. How do I get on? What do I do when I’m there? What even is it? These were some of the worries that I had, that quickly dissolved upon entering the game.

“Cryptovoxels, first, because there is no barrier to entry,” Schapiro told SuperRare. “It’s just one url click, one QR scan, and boom, you wake up in the metaverse, and we thought that was the perfect platform for us, as we are trying to bring people into this space, to have no friction and bring them right in.”

Island of Berlin: Left: graffiti, Right: open land

Inside the Island of Berlin

When I first heard Matt Schapiro talk about his experience of buying real estate in the metaverse, I thought, wait, how is that a thing? But just as individuals and companies can buy domains on the internet, they can also purchase land in this developing digital environment. Domains can be as cheap as $40 a year on WordPress, but land in Cryptovoxels has a floor of 1.7 ETH, or roughly $6,120 at the time of this publication.

The real estate prices in Cryptovoxels had kind of excluded or priced out artists who would have otherwise carved out a space for themselves. That’s where we saw an opportunity to build this concept of a community gallery where artists could submit their work, we could curate it, and every week we could do a show. So that’s how we got started in the metaverse and how imnotArt came to be, because at this point we had no vision or plan to open a physical gallery.

MATT SCHAPIRO

The Island of Berlin has quickly become one of the prime up-and-coming neighborhoods in the land of Cryptovoxels. Everywhere you look there are artworks to admire and social spaces in which to gather. And yes, there is tons of graffiti. Surrounding imnotArt there is ETH Men, a popular store with comic books and action figure collectables, a night club, and other galleries. “There were a lot of other people who were buying and developing land there at the same time that we were doing it,” Schapiro said, “so we think that Berlin is kind of like the art district, specifically around where we are. ETH Men is a project I’ve been familiar with since it launched back in 2017, one of the early NFT projects, and when I went in there it just blew my mind. It was the most amazing virtual retail experience I’d ever seen. It had a front desk, racks, it was like a real comic book store.”

Or as real as a computer-animated location can be. Cryptovoxels is voxel-based, which comes from the concept of building with squares. Popular comps would be Minecraft or Roblox, where users use blocks and other tools to build out their virtual worlds. This design is part of what makes building and exploring the metaverse a relatively natural experience for anyone who has spent time in digital spaces, whether it be browsing online or playing video games. “I think it’s an incredibly similar experience to games like ‘Second Life’ or even ‘the Sims.’ And even for people that are not natural gamers, I think the creators [of Cryptovoxels] do a great job of allowing people to enter the space because it’s a straightforward experience, and I think it’s going to get a lot more dynamic, a lot more virtual, with VR technology.” Which is something that many of us, native or not, are very much looking forward to.

Left: Matt Schapiro presenting in the physical gallery in Chicago, Right: NFT displays

The Perks of Being Metaverse-Native

NFTs are issued by contracts that exist on the blockchain network and that represent and authenticate a given work. (This application can and will spread to other items and commodities, both in the virtual and physical world.) Many of them are pieces of digital art, sculpture, and other images or visual concepts manipulated by computer programs. By design, they are metaverse native, which is part of why it has been so difficult to express their value to people who are not familiar with blockchain networks, let alone the environments that can be created with them. As Schapiro explained, they are not served best by a two-dimensional layout, such as appearing on a page on a website; rather, they require three- or even four-dimensional thinking.

As we were figuring out how to display NFTs in our virtual gallery, it’s clear that you need to be able to display vertical, horizontal, and square NFTs. And so a lot of what we did in terms of curating virtual exhibitions directly translated into how we built the physical gallery: from the layout to the number of screens to the immersive concept. So yeah, it really directly translated, and I think to your point of what makes us different, there are a lot of places that go from the physical to the metaverse, and I think because we organically started in Discord, and in Cryptovoxels, in the community, I think people see us as community-native, metaverse-native.

MATT SCHAPIRO

Left: Matt Schapiro presenting in the physical gallery in Chicago, Right: NFT displays

Teleporting to the Future: the Open World of the Metaverse

The internet evolved and was integrated into our lives relatively slowly as compared to the speed with which blockchain has entered our vernacular. Invented in the 1960s as a way for institutions, namely government organizations and higher education, to share information, it wasn’t until January 1, 1983, that those separate computers were connected to a singular network. The birth of the internet in 1983 did not lead to an immediate boom. In fact, it was over 10 years later when the dot-com bubble took form. 

Blockchain, whose foundations were laid by Scott Stornetta and Stuart Haber in the 1990s with their work on time-stamping digital documents through hash functions, came into its own in 2009 with the launch of Satoshi Nakamoto’s Bitcoin ledger. Within 10 years, 5,000 alternative blockchains have been created, many with numerous applications beyond peer-to-peer electronic cash exchange. Smart contracts, dApps, and NFTs are just a few examples of the potential that blockchain technology offers us in this brave new world of decentralized exchange of value and ownership. 

And amazingly, even with a relatively small community of people who utilize and, dare I say, understand this emerging technology, blockchain has been able to evolve at a dazzling pace. The obstacle now is welcoming those crypto natives, as well as the wider pool of digital natives, into the metaverse. “The actual player base of these games is incredibly small,” said Matt Schapiro, “and it won’t be until people like us bring new people in that I think it really starts taking it to the next level.”

And what might that next level look like? Imagine an event taking place in your neighborhood. You can get up, get dressed, and mingle in the way you always have, enjoying the entertainment and chatting with your friends, both in person and, let’s be honest, via text. Now imagine that you invite those friends you’ve been texting to that same event with a url, and, because of the metaverse, they can join you virtually, enjoying the same entertainment and the same social experience, even though they live hundreds of miles away. Now imagine that the event hosts start airdropping NFTs into your digital wallet, sharing layer-two, or l2 wearables that you can put on your avatars, and posting QR codes that allow physical patrons to see a webpage on their phones, the same webpage that pops up on the virtual patrons’ computer screens. Maybe you buy a $20 t-shirt from the merch stand, and for an additional $5 you get a dad hat for your virtual self.

Left: a virtual/physical at imnotArt in Chicago, Right: an event at imnotArt in the metaverse

“There is a revenue stream that is being totally ignored by the classical markets,” said Schapiro. “It’s the same model that videogames went down where they realized that charging people $50 for a video game is not actually how to make the most money. What we want is the largest player base, and we want to be able to sell cosmetics and in-game digital items.” And the best part is, we’re already halfway there. Show me one person under 40 who hasn’t thought about, or actually purchased, something for a digital pet or avatar. More broadly, show me anyone who hasn’t “bought a song” on iTunes or paid for extra “storage” in their cloud. We already know how to buy things that aren’t tangible. Now is the time to make those purchases meaningful.

I think there are a lot of people that know the metaverse, who know that’s going to be the next big thing. There are a lot of speculators of land in the metaverse, but there’s not a lot of what I’d consider metaverse developers, people who are developing events and communities in the metaverse, and that’s what is so fulfilling on our end, and why we were able to take it to where it is now. We were developing reasons for people to show up to the metaverse. It is clear that it’s not just us who is going to do that, and it’s gonna happen whether imnotArt exists or it doesn’t, but we saw an opportunity in this moment in time to be a catalyst, if you will, to bring people to the metaverse or to at least be a part of that conversation of people who are developing inside of these worlds.

MATT SCHAPIRO

With higher attendance and deeper knowledge of these worlds, artists, writers, musicians, and creators of all kinds, will see their works gain visibility, appreciation, and sales. Academics, business leaders, and activists will see alternate streams of value and connection, bringing people of all backgrounds closer together than ever before.

What we’ve seen is that the community of the metaverse is incredibly diverse in terms of race, gender, and sexuality. It’s not like when I was in the space a couple of years ago when it was more male-dominated. I think the metaverse is different. I think the people who are realizing what’s possible, and the people spending a lot of time on it, it’s incredibly balanced, and the makeup of our community is balanced, and I think it’s a sign that we’re beyond the–and I say this with love, and including myself–the blockchain-Ethereum nerds who have been using the technology for the last couple of years. I really feel that it’s expanding out and it’s bringing in a really great audience of people who are seeing ways that they can be a part of these communities, make friends, celebrate their art, and share their NFTs.

MATT SCHAPIRO

So yeah, to answer the questions that opened up this discussion, this is as real as anything we’ve seen so far, and it is something that you can feel, just not in the traditional meaning of the word. Connections start with a feeling. Ideas start with a feeling. Success starts with a feeling. So grab that VR headset or that mouse or trackpad, swallow that red pill/blue pill cocktail, and log on. Welcome to the metaverse.

32

Virginia Valenzuela

Vinny is a writer from New York City whose work has been published in Wired, The Independent, High Times, Right Click Save, and the Best American Poetry Blog, and in 2022 she received the Future Art Writers Award from MOZAIK Philanthropy. She is SuperRare's Managing Editor.

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Into the Metaverse: a short history

Into the Metaverse: a short history

Into the Metaverse: a short history

3 years ago

Simulation is no longer that of a territory, a referential being, or a substance. It is the generation by models of a real without origin or reality: a hyperreal.

JEAN BAUDRILLARD

By Rowynn Dumont, Agora Gallery (NYC) & COOPH Magazine (Austria)

Simulation is not just the reflection of ourselves in the mirror anymore. We can see the development of an “expanding network of persistent, real-time rendered 3D worlds and simulations,” what is now known as “the Metaverse,” in real-time through technological evolution. But, from where did this idea originate? What is the history of the Metaverse?

The term was first coined in the book “Snow Crash” in 1992 by the author Neal Stephenson. In the novel, the Metaverse is a virtual topography where real estate can be bought and sold, and humans interact with avatars (originally a Hindu concept) and other software programs.

Hiro, the main character in the book, is a pizza delivery driver and hacker who lives in squalor. When he plugs into the Metaverse, his physical surroundings disappear, and he is immersed in this digitized universe. Hiro owns property in this virtual realm and people have respect for him. In this altered state, one has the power to choose one’s own identity. You hold the power to change how others perceive you. Everything is a construct. Identity formation can be etched into your represented character within the realm of a Subjective becoming. One could relate this to the Lacanian “object of desire,” as that which is attainable within the reflection of ourselves through replicant duplication. In this way, the Metaverse generates the means to emulate our most wanted desires into a codified tokenization of digital civilization. Thus one’s identity in the Metaverse is a simulacrum within a Neo Nation-State. As Stephenson puts it, “You can look like a gorilla or a dragon or a giant talking penis.”

Left: “Spotlight on Virtual Reality: Robot Repair” by World Economic Forum, Right: “Exploring the Universe in Virtual Reality” by NASA Goddard Photo

Outside of Stephenson, academics, philosophers, and pop culture icons have been skirting the territories of what is now commonly becoming accepted as a newly founded ‘ultra reality’ within the Metaverse. Particles of this can be seen in William Gibson’s short story, “Burning Chrome,” which was the first work to mention the concept of “cyberspace.” Gibson later develops this formerly abstract concept in his novel “Neuromancer:” 

Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts… A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters, and constellations of data. Like city lights, receding…

Cyberspace is an all-encompassing network that connects digital technologies. Though cyberspace and the Metaverse are not the same thing, they exist in the same realm of possibilities. The “Matrix” films, a production of the Wachowskis and producer Joel Silver, was influenced by previous films like “Dark City,” “Lawnmower Man,” “Total Recall,” and the anime “Ghost in the Shell.” However, the philosophy behind the movie can be traced back to the French theorist, Jean Baudrillard. Baudrillard’s text so heavily formed the Wachowskis thinking that “Simulacra” is often spotted throughout the first film as a prop on set.

One can follow the Wachowskis’s line of thinking back to Plato’s famous Allegory of the Cave. A group of prisoners lived in this cave deep underground, their limbs and necks fixed into place by chains. It was very dark, and all they could see were the shadows of puppets playing against the wall. These shadows were all the prisoners knew. They did not realize that their reality was a simulation. One day, one of the prisoners broke free from his chains and went above ground. At first, he was blinded by the light from above. As his eyes slowly adjusted, he saw a whole new world of color and clarity. His perception was suddenly altered when he realized that everything he understood about the world up until that point was literally a stand-in for what was real.

Left: “Virtual Reality Demo” by Uniformed Services University, Right: “Virtual reality treadmill” by National Institutes of Health

In the beginning, there was web1

Technological change is an ongoing process. Nothing happens overnight. Take, the Industrial Revolution, which was a transitioning period between 1760 and 1840. It started in Britain and later moved throughout the rest of Europe and the United States. The Industrial Revolution (IR) was the incorporation of automation through apparatus. Before this period began, everything was handmade. IR introduced speed; it was the Age of the Machine.

Web3 and its relationship with the Metaverse can be seen in the progression of the web itself. Web1 was the network that laid the foundation for the development of a series of protocols, where one computer would be able to give a set of instructions to another. Multiple computers could connect and follow these steps, communicating with each other. It was this process that allowed one computer to share a document or program with another, thus forming the infrastructure of the Internet. Most users on web1 were passive, unable to generate their own content unless they could build their own websites.

What ushered forth web2 was the desire to do more with the internet than web1 allowed, namely, highlighting user-generated content and online c ommunities, and private companies were eager to fill the gaps. Big tech formed out of the need for more and more data, and ways to organize and retrieve that data, leading to the rapid expansion of Google and prominent Big Brother social media, like Facebook. The corporations behind this expedited the reality of actualizing human wish-fulfillment in that people could see themselves as active participants on the Internet, being an active participant in the development of its functionality.

The downside of this progress is that these companies have accomplished efficiency and ease through their private servers. That likens them to demi-gods who can collect and extract data while determining their own rules and regulations. Anything that is shared or posted using their platforms automatically becomes their property. They own the market and everything in it.

Web3 utilizes the decentralized nature of blockchain to provide an environment of anonymity. In this space, the individual retains the right of ownership and privacy over themselves and their assets. With blockchain, web3 creates the protocols, laying the landscape for a new set of standards and practices. Blockchain crosses boundaries and helps to initiate a sense of digital ownership and identity. It levels the playing field. And in doing so, it sets a precedent for the future of what will come.

Left: “Virtual Reality Demo” by National Institute of Health, Right: “Virtual Reality Camp” by Super Suz

The term ‘the Metaverse’ itself has been defined and redefined over and over again. One can say that Stephenson laid the foundations for our understanding of the Metaverse, but the idea of it is constantly evolving. Mathew Ball gives contemplation to the term in his blog, “Framework for the Metaverse.” He comes to this solid definition: 

The Metaverse is an extensive network of persistent, real-time rendered 3D worlds and simulations that support continuity of identity, objects, data, and entitlements, and can be experienced synchronously by an effectively unlimited number of users, each with an individual sense of presence.

What does the future hold for the Metaverse?

Ernst Cline wrote a book in 2011 called “Ready Player One,” and in 2018, Steven Spielberg converted the text into a film. The contemporary formation of what many Metaverse enthusiasts would envision as the platform’s future is reflected in this work of art. On the flip side of this, the tangible reality of the main character’s environment is not so unlike Stephenson’s character Hiro. His world is destitute and dystopian, dominated by technology. In these macrocosms, the gap between the rich and the poor is extreme, and we are beginning to see that in the real world of 2021. 

However, to quote Ball again:

“While these sorts of experiences are likely to be an aspect of the Metaverse, this conception is limited in the same way movies like Tron portrayed the Internet as a literal digital ‘information superhighway’ of bits. Just as it was hard to envision in 1982 what the Internet of 2020 would be — and harder still to communicate it to those who had never even ‘logged’ onto it at that time — we don’t really know how to describe the Metaverse.”

All of these artist-philosophers can agree that from their point of view, their works of art act as a defining warning or prediction upon what the future may hold. We must heed such a warning and take it into account. With that being said, in such a warning, there is opportunity. What is this opportunity, one may ask? The concept of the Metaverse and all that it can be represents a space of exploration and becoming. It allows humans to create a world from scratch that can be anything they want it to be. These works of art can be utilized as an outline for forging a philosophically well-constructed, open, and advanced way of thinking. One that lays out a level playing field for all. 

What the future of the Metaverse will look like, nobody exactly knows, but that is the beauty of it. It is up to each of us to help navigate that territory. 

1

Rowynn Dumont

Rowynn Dumont is an artist, curator, and writer, based in New York. Co-founder of Black Rainbow Media (NY). She is the Arts Editor for Agora Gallery (NYC) & COOPH Magazine (Austria). Rowynn holds a double Master's Degree and a BFA from The School of the Art Institute of Chicago. Her work can be seen internationally in Nimbus at Vespertine (Shanghai) and The Fowler Museum (Los Angeles). She has lectured at CAA (DTLA), the Paris School of Art, and The Sexology Institute (San Antonio).

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