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Abhimanyu Bhargava

Abhimanyu Bhargava

3 years ago

VeeFriends Series 2: The Biggest NFT Opportunity Ever

More on NFTs & Art

shivsak

shivsak

3 years ago

A visual exploration of the REAL use cases for NFTs in the Future

In this essay, I studied REAL NFT use examples and their potential uses.

Knowledge of the Hype Cycle

Gartner's Hype Cycle.

It proposes 5 phases for disruptive technology.

1. Technology Trigger: the emergence of potentially disruptive technology.

2. Peak of Inflated Expectations: Early publicity creates hype. (Ex: 2021 Bubble)

3. Trough of Disillusionment: Early projects fail to deliver on promises and the public loses interest. I suspect NFTs are somewhere around this trough of disillusionment now.

4. Enlightenment slope: The tech shows successful use cases.

5. Plateau of Productivity: Mainstream adoption has arrived and broader market applications have proven themselves. Here’s a more detailed visual of the Gartner Hype Cycle from Wikipedia.

In the speculative NFT bubble of 2021, @beeple sold Everydays: the First 5000 Days for $69 MILLION in 2021's NFT bubble.

@nbatopshot sold millions in video collectibles.

This is when expectations peaked.

Let's examine NFTs' real-world applications.

Watch this video if you're unfamiliar with NFTs.

Online Art

Most people think NFTs are rich people buying worthless JPEGs and MP4s.

Digital artwork and collectibles are revolutionary for creators and enthusiasts.

NFT Profile Pictures

You might also have seen NFT profile pictures on Twitter.

My profile picture is an NFT I coined with @skogards factoria app, which helps me avoid bogus accounts.

Profile pictures are a good beginning point because they're unique and clearly yours.

NFTs are a way to represent proof-of-ownership. It’s easier to prove ownership of digital assets than physical assets, which is why artwork and pfps are the first use cases.

They can do much more.

NFTs can represent anything with a unique owner and digital ownership certificate. Domains and usernames.

Usernames & Domains

@unstoppableweb, @ensdomains, @rarible sell NFT domains.

NFT domains are transferable, which is a benefit.

Godaddy and other web2 providers have difficult-to-transfer domains. Domains are often leased instead of purchased.

Tickets

NFTs can also represent concert tickets and event passes.

There's a limited number, and entry requires proof.

NFTs can eliminate the problem of forgery and make it easy to verify authenticity and ownership.

NFT tickets can be traded on the secondary market, which allows for:

  1. marketplaces that are uniform and offer the seller and buyer security (currently, tickets are traded on inefficient markets like FB & craigslist)

  2. unbiased pricing

  3. Payment of royalties to the creator

4. Historical ticket ownership data implies performers can airdrop future passes, discounts, etc.

5. NFT passes can be a fandom badge.

The $30B+ online tickets business is increasing fast.

NFT-based ticketing projects:

Gaming Assets

NFTs also help in-game assets.

Imagine someone spending five years collecting a rare in-game blade, then outgrowing or quitting the game. Gamers value that collectible.

The gaming industry is expected to make $200 BILLION in revenue this year, a significant portion of which comes from in-game purchases.

Royalties on secondary market trading of gaming assets encourage gaming businesses to develop NFT-based ecosystems.

Digital assets are the start. On-chain NFTs can represent real-world assets effectively.

Real estate has a unique owner and requires ownership confirmation.

Real Estate

Tokenizing property has many benefits.

1. Can be fractionalized to increase access, liquidity

2. Can be collateralized to increase capital efficiency and access to loans backed by an on-chain asset

3. Allows investors to diversify or make bets on specific neighborhoods, towns or cities +++

I've written about this thought exercise before.

I made an animated video explaining this.

We've just explored NFTs for transferable assets. But what about non-transferrable NFTs?

SBTs are Soul-Bound Tokens. Vitalik Buterin (Ethereum co-founder) blogged about this.

NFTs are basically verifiable digital certificates.

Diplomas & Degrees

That fits Degrees & Diplomas. These shouldn't be marketable, thus they can be non-transferable SBTs.

Anyone can verify the legitimacy of on-chain credentials, degrees, abilities, and achievements.

The same goes for other awards.

For example, LinkedIn could give you a verified checkmark for your degree or skills.

Authenticity Protection

NFTs can also safeguard against counterfeiting.

Counterfeiting is the largest criminal enterprise in the world, estimated to be $2 TRILLION a year and growing.

Anti-counterfeit tech is valuable.

This is one of @ORIGYNTech's projects.

Identity

Identity theft/verification is another real-world problem NFTs can handle.

In the US, 15 million+ citizens face identity theft every year, suffering damages of over $50 billion a year.

This isn't surprising considering all you need for US identity theft is a 9-digit number handed around in emails, documents, on the phone, etc.

Identity NFTs can fix this.

  • NFTs are one-of-a-kind and unforgeable.

  • NFTs offer a universal standard.

  • NFTs are simple to verify.

  • SBTs, or non-transferrable NFTs, are tied to a particular wallet.

  • In the event of wallet loss or theft, NFTs may be revoked.

This could be one of the biggest use cases for NFTs.

Imagine a global identity standard that is standardized across countries, cannot be forged or stolen, is digital, easy to verify, and protects your private details.

Since your identity is more than your government ID, you may have many NFTs.

@0xPolygon and @civickey are developing on-chain identity.

Memberships

NFTs can authenticate digital and physical memberships.

Voting

NFT IDs can verify votes.

If you remember 2020, you'll know why this is an issue.

Online voting's ease can boost turnout.

Informational property

NFTs can protect IP.

This can earn creators royalties.

NFTs have 2 important properties:

  • Verifiability IP ownership is unambiguously stated and publicly verified.

  • Platforms that enable authors to receive royalties on their IP can enter the market thanks to standardization.

Content Rights

Monetization without copyrighting = more opportunities for everyone.

This works well with the music.

Spotify and Apple Music pay creators very little.

Crowdfunding

Creators can crowdfund with NFTs.

NFTs can represent future royalties for investors.

This is particularly useful for fields where people who are not in the top 1% can’t make money. (Example: Professional sports players)

Mirror.xyz allows blog-based crowdfunding.

Financial NFTs

This introduces Financial NFTs (fNFTs). Unique financial contracts abound.

Examples:

  • a person's collection of assets (unique portfolio)

  • A loan contract that has been partially repaid with a lender

  • temporal tokens (ex: veCRV)

Legal Agreements

Not just financial contracts.

NFT can represent any legal contract or document.

Messages & Emails

What about other agreements? Verbal agreements through emails and messages are likewise unique, but they're easily lost and fabricated.

Health Records

Medical records or prescriptions are another types of documentation that has to be verified but isn't.

Medical NFT examples:

  • Immunization records

  • Covid test outcomes

  • Prescriptions

  • health issues that may affect one's identity

  • Observations made via health sensors

Existing systems of proof by paper / PDF have photoshop-risk.

I tried to include most use scenarios, but this is just the beginning.

NFTs have many innovative uses.

For example: @ShaanVP minted an NFT called “5 Minutes of Fame” 👇

Here are 2 Twitter threads about NFTs:

  1. This piece of gold by @chriscantino

2. This conversation between @punk6529 and @RaoulGMI on @RealVision“The World According to @punk6529

If you're wondering why NFTs are better than web2 databases for these use scenarios, see this Twitter thread I wrote:

If you liked this, please share it.

Alex Carter

Alex Carter

3 years ago

Metaverse, Web 3, and NFTs are BS

Most crypto is probably too.

Metaverse, Web 3, and NFTs are bullshit

The goals of Web 3 and the metaverse are admirable and attractive. Who doesn't want an internet owned by users? Who wouldn't want a digital realm where anything is possible? A better way to collaborate and visit pals.

Companies pursue profits endlessly. Infinite growth and revenue are expected, and if a corporation needs to sacrifice profits to safeguard users, the CEO, board of directors, and any executives will lose to the system of incentives that (1) retains workers with shares and (2) makes a company answerable to all of its shareholders. Only the government can guarantee user protections, but we know how successful that is. This is nothing new, just a problem with modern capitalism and tech platforms that a user-owned internet might remedy. Moxie, the founder of Signal, has a good articulation of some of these current Web 2 tech platform problems (but I forget the timestamp); thoughts on JRE aside, this episode is worth listening to (it’s about a bunch of other stuff too).

Moxie Marlinspike, founder of Signal, on the Joe Rogan Experience podcast.

Moxie Marlinspike, founder of Signal, on the Joe Rogan Experience podcast.

Source: https://open.spotify.com/episode/2uVHiMqqJxy8iR2YB63aeP?si=4962b5ecb1854288

Web 3 champions are premature. There was so much spectacular growth during Web 2 that the next wave of founders want to make an even bigger impact, while investors old and new want a chance to get a piece of the moonshot action. Worse, crypto enthusiasts believe — and financially need — the fact of its success to be true, whether or not it is.

I’m doubtful that it will play out like current proponents say. Crypto has been the white-hot focus of SV’s best and brightest for a long time yet still struggles to come up any mainstream use case other than ‘buy, HODL, and believe’: a store of value for your financial goals and wishes. Some kind of the metaverse is likely, but will it be decentralized, mostly in VR, or will Meta (previously FB) play a big role? Unlikely.

METAVERSE

The metaverse exists already. Our digital lives span apps, platforms, and games. I can design a 3D house, invite people, use Discord, and hang around in an artificial environment. Millions of gamers do this in Rust, Minecraft, Valheim, and Animal Crossing, among other games. Discord's voice chat and Slack-like servers/channels are the present social anchor, but the interface, integrations, and data portability will improve. Soon you can stream YouTube videos on digital house walls. You can doodle, create art, play Jackbox, and walk through a door to play Apex Legends, Fortnite, etc. Not just gaming. Digital whiteboards and screen sharing enable real-time collaboration. They’ll review code and operate enterprises. Music is played and made. In digital living rooms, they'll watch movies, sports, comedy, and Twitch. They'll tweet, laugh, learn, and shittalk.

The metaverse is the evolution of our digital life at home, the third place. The closest analog would be Discord and the integration of Facebook, Slack, YouTube, etc. into a single, 3D, customizable hangout space.

I'm not certain this experience can be hugely decentralized and smoothly choreographed, managed, and run, or that VR — a luxury, cumbersome, and questionably relevant technology — must be part of it. Eventually, VR will be pragmatic, achievable, and superior to real life in many ways. A total sensory experience like the Matrix or Sword Art Online, where we're physically hooked into the Internet yet in our imaginations we're jumping, flying, and achieving athletic feats we never could in reality; exploring realms far grander than our own (as grand as it is). That VR is different from today's.

https://podcasts.google.com/feed/aHR0cHM6Ly9leHBvbmVudC5mbS9mZWVkLw/episode/aHR0cHM6Ly9leHBvbmVudC5mbS8_cD00MzM?hl=en&ved=2ahUKEwjH5u6r4rv2AhUjc98KHeybAP8QjrkEegQIChAF&ep=6

Ben Thompson released an episode of Exponent after Facebook changed its name to Meta. Ben was suspicious about many metaverse champion claims, but he made a good analogy between Oculus and the PC. The PC was initially far too pricey for the ordinary family to afford. It began as a business tool. It got so powerful and pervasive that it affected our personal life. Price continues to plummet and so much consumer software was produced that it's impossible to envision life without a home computer (or in our pockets). If Facebook shows product market fit with VR in business, through use cases like remote work and collaboration, maybe VR will become practical in our personal lives at home.

Before PCs, we relied on Blockbuster, the Yellow Pages, cabs to get to the airport, handwritten taxes, landline phones to schedule social events, and other archaic methods. It is impossible for me to conceive what VR, in the form of headsets and hand controllers, stands to give both professional and especially personal digital experiences that is an order of magnitude better than what we have today. Is looking around better than using a mouse to examine a 3D landscape? Do the hand controls make x10 or x100 work or gaming more fun or efficient? Will VR replace scalable Web 2 methods and applications like Web 1 and Web 2 did for analog? I don't know.

My guess is that the metaverse will arrive slowly, initially on displays we presently use, with more app interoperability. I doubt that it will be controlled by the people or by Facebook, a corporation that struggles to properly innovate internally, as practically every large digital company does. Large tech organizations are lousy at hiring product-savvy employees, and if they do, they rarely let them explore new things.

These companies act like business schools when they seek founders' results, with bureaucracy and dependency. Which company launched the last popular consumer software product that wasn't a clone or acquisition? Recent examples are scarce.

Web 3

Investors and entrepreneurs of Web 3 firms are declaring victory: 'Web 3 is here!' Web 3 is the future! Many profitable Web 2 enterprises existed when Web 2 was defined. The word was created to explain user behavior shifts, not a personal pipe dream.

Origins of Web 2

Origins of Web 2: http://www.oreilly.com/pub/a/web2/archive/what-is-web-20.html

One of these Web 3 startups may provide the connecting tissue to link all these experiences or become one of the major new digital locations. Even so, successful players will likely use centralized power arrangements, as Web 2 businesses do now. Some Web 2 startups integrated our digital lives. Rockmelt (2010–2013) was a customizable browser with bespoke connectors to every program a user wanted; imagine seeing Facebook, Twitter, Discord, Netflix, YouTube, etc. all in one location. Failure. Who knows what Opera's doing?

Silicon Valley and tech Twitter in general have a history of jumping on dumb bandwagons that go nowhere. Dot-com crash in 2000? The huge deployment of capital into bad ideas and businesses is well-documented. And live video. It was the future until it became a niche sector for gamers. Live audio will play out a similar reality as CEOs with little comprehension of audio and no awareness of lasting new user behavior deceive each other into making more and bigger investments on fool's gold. Twitter trying to buy Clubhouse for $4B, Spotify buying Greenroom, Facebook exploring live audio and 'Tiktok for audio,' and now Amazon developing a live audio platform. This live audio frenzy won't be worth their time or energy. Blind guides blind. Instead of learning from prior failures like Twitter buying Periscope for $100M pre-launch and pre-product market fit, they're betting on unproven and uncompelling experiences.

NFTs

NFTs are also nonsense. Take Loot, a time-limited bag drop of "things" (text on the blockchain) for a game that didn't exist, bought by rich techies too busy to play video games and foolish enough to think they're getting in early on something with a big reward. What gaming studio is incentivized to use these items? Who's encouraged to join? No one cares besides Loot owners who don't have NFTs. Skill, merit, and effort should be rewarded with rare things for gamers. Even if a small minority of gamers can make a living playing, the average game's major appeal has never been to make actual money - that's a profession.

No game stays popular forever, so how is this objective sustainable? Once popularity and usage drop, exclusive crypto or NFTs will fall. And if NFTs are designed to have cross-game appeal, incentives apart, 30 years from now any new game will need millions of pre-existing objects to build around before they start. It doesn’t work.

Many games already feature item economies based on real in-game scarcity, generally for cosmetic things to avoid pay-to-win, which undermines scaled gaming incentives for huge player bases. Counter-Strike, Rust, etc. may be bought and sold on Steam with real money. Since the 1990s, unofficial cross-game marketplaces have sold in-game objects and currencies. NFTs aren't needed. Making a popular, enjoyable, durable game is already difficult.

With NFTs, certain JPEGs on the internet went from useless to selling for $69 million. Why? Crypto, Web 3, early Internet collectibles. NFTs are digital Beanie Babies (unlike NFTs, Beanie Babies were a popular children's toy; their destinies are the same). NFTs are worthless and scarce. They appeal to crypto enthusiasts seeking for a practical use case to support their theory and boost their own fortune. They also attract to SV insiders desperate not to miss the next big thing, not knowing what it will be. NFTs aren't about paying artists and creators who don't get credit for their work.

South Park's Underpants Gnomes

South Park's Underpants Gnomes

NFTs are a benign, foolish plan to earn money on par with South Park's underpants gnomes. At worst, they're the world of hucksterism and poor performers. Or those with money and enormous followings who, like everyone, don't completely grasp cryptocurrencies but are motivated by greed and status and believe Gary Vee's claim that CryptoPunks are the next Facebook. Gary's watertight logic: if NFT prices dip, they're on the same path as the most successful corporation in human history; buy the dip! NFTs aren't businesses or museum-worthy art. They're bs.

Gary Vee compares NFTs to Amazon.com. vm.tiktok.com/TTPdA9TyH2

We grew up collecting: Magic: The Gathering (MTG) cards printed in the 90s are now worth over $30,000. Imagine buying a digital Magic card with no underlying foundation. No one plays the game because it doesn't exist. An NFT is a contextless image someone conned you into buying a certificate for, but anyone may copy, paste, and use. Replace MTG with Pokemon for younger readers.

When Gary Vee strongarms 30 tech billionaires and YouTube influencers into buying CryptoPunks, they'll talk about it on Twitch, YouTube, podcasts, Twitter, etc. That will convince average folks that the product has value. These guys are smart and/or rich, so I'll get in early like them. Cryptography is similar. No solid, scaled, mainstream use case exists, and no one knows where it's headed, but since the global crypto financial bubble hasn't burst and many people have made insane fortunes, regular people are putting real money into something that is highly speculative and could be nothing because they want a piece of the action. Who doesn’t want free money? Rich techies and influencers won't be affected; normal folks will.

Imagine removing every $1 invested in Bitcoin instantly. What would happen? How far would Bitcoin fall? Over 90%, maybe even 95%, and Bitcoin would be dead. Bitcoin as an investment is the only scalable widespread use case: it's confidence that a better use case will arise and that being early pays handsomely. It's like pouring a trillion dollars into a company with no business strategy or users and a CEO who makes vague future references.

New tech and efforts may provoke a 'get off my lawn' mentality as you approach 40, but I've always prided myself on having a decent bullshit detector, and it's flying off the handle at this foolishness. If we can accomplish a functional, responsible, equitable, and ethical user-owned internet, I'm for it.

Postscript:

I wanted to summarize my opinions because I've been angry about this for a while but just sporadically tweeted about it. A friend handed me a Dan Olson YouTube video just before publication. He's more knowledgeable, articulate, and convincing about crypto. It's worth seeing:


This post is a summary. See the original one here.

Yuga Labs

Yuga Labs

3 years ago

Yuga Labs (BAYC and MAYC) buys CryptoPunks and Meebits and gives them commercial rights

Yuga has acquired the CryptoPunks and Meebits NFT IP from Larva Labs. These include 423 CryptoPunks and 1711 Meebits.

We set out to create in the NFT space because we admired CryptoPunks and the founders' visionary work. A lot of their work influenced how we built BAYC and NFTs. We're proud to lead CryptoPunks and Meebits into the future as part of our broader ecosystem.

"Yuga Labs invented the modern profile picture project and are the best in the world at operating these projects. They are ideal CrytoPunk and Meebit stewards. We are confident that in their hands, these projects will thrive in the emerging decentralized web.”
–The founders of Larva Labs, CryptoPunks, and Meebits

This deal grew out of discussions between our partner Guy Oseary and the Larva Labs founders. One call led to another, and now we're here. This does not mean Matt and John will join Yuga. They'll keep running Larva Labs and creating awesome projects that help shape the future of web3.

Next steps

Here's what we plan to do with CryptoPunks and Meebits now that we own the IP. Owners of CryptoPunks and Meebits will soon receive commercial rights equal to those of BAYC and MAYC holders. Our legal teams are working on new terms and conditions for both collections, which we hope to share with the community soon. We expect a wide range of third-party developers and community creators to incorporate CryptoPunks and Meebits into their web3 projects. We'll build the brand alongside them.

We don't intend to cram these NFT collections into the BAYC club model. We see BAYC as the hub of the Yuga universe, and CryptoPunks as a historical collection. We will work to improve the CryptoPunks and Meebits collections as good stewards. We're not in a hurry. We'll consult the community before deciding what to do next.

For us, NFTs are about culture. We're deeply invested in the BAYC community, and it's inspiring to see them grow, collaborate, and innovate. We're excited to see what CryptoPunks and Meebits do with IP rights. Our goal has always been to create a community-owned brand that goes beyond NFTs, and now we can include CryptoPunks and Meebits.

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Max Chafkin

Max Chafkin

3 years ago

Elon Musk Bets $44 Billion on Free Speech's Future

Musk’s purchase of Twitter has sealed his bond with the American right—whether the platform’s left-leaning employees and users like it or not.

Elon Musk's pursuit of Twitter Inc. began earlier this month as a joke. It started slowly, then spiraled out of control, culminating on April 25 with the world's richest man agreeing to spend $44 billion on one of the most politically significant technology companies ever. There have been bigger financial acquisitions, but Twitter's significance has always outpaced its balance sheet. This is a unique Silicon Valley deal.

To recap: Musk announced in early April that he had bought a stake in Twitter, citing the company's alleged suppression of free speech. His complaints were vague, relying heavily on the dog whistles of the ultra-right. A week later, he announced he'd buy the company for $54.20 per share, four days after initially pledging to join Twitter's board. Twitter's directors noticed the 420 reference as well, and responded with a “shareholder rights” plan (i.e., a poison pill) that included a 420 joke.


Musk - Patrick Pleul/Getty Images

No one knew if the bid was genuine. Musk's Twitter plans seemed implausible or insincere. In a tweet, he referred to automated accounts that use his name to promote cryptocurrency. He enraged his prospective employees by suggesting that Twitter's San Francisco headquarters be turned into a homeless shelter, renaming the company Titter, and expressing solidarity with his growing conservative fan base. “The woke mind virus is making Netflix unwatchable,” he tweeted on April 19.

But Musk got funding, and after a frantic weekend of negotiations, Twitter said yes. Unlike most buyouts, Musk will personally fund the deal, putting up up to $21 billion in cash and borrowing another $12.5 billion against his Tesla stock.

Free Speech and Partisanship

Percentage of respondents who agree with the following

The deal is expected to replatform accounts that were banned by Twitter for harassing others, spreading misinformation, or inciting violence, such as former President Donald Trump's account. As a result, Musk is at odds with his own left-leaning employees, users, and advertisers, who would prefer more content moderation rather than less.


Dorsey - Photographer: Joe Raedle/Getty Images

Previously, the company's leadership had similar issues. Founder Jack Dorsey stepped down last year amid concerns about slowing growth and product development, as well as his dual role as CEO of payments processor Block Inc. Compared to Musk, a father of seven who already runs four companies (besides Tesla and SpaceX), Dorsey is laser-focused.

Musk's motivation to buy Twitter may be political. Affirming the American far right with $44 billion spent on “free speech” Right-wing activists have promoted a series of competing upstart Twitter competitors—Parler, Gettr, and Trump's own effort, Truth Social—since Trump was banned from major social media platforms for encouraging rioters at the US Capitol on Jan. 6, 2021. But Musk can give them a social network with lax content moderation and a real user base. Trump said he wouldn't return to Twitter after the deal was announced, but he wouldn't be the first to do so.


Trump - Eli Hiller/Bloomberg

Conservative activists and lawmakers are already ecstatic. “A great day for free speech in America,” said Missouri Republican Josh Hawley. The day the deal was announced, Tucker Carlson opened his nightly Fox show with a 10-minute laudatory monologue. “The single biggest political development since Donald Trump's election in 2016,” he gushed over Musk.

But Musk's supporters and detractors misunderstand how much his business interests influence his political ideology. He marketed Tesla's cars as carbon-saving machines that were faster and cooler than gas-powered luxury cars during George W. Bush's presidency. Musk gained a huge following among wealthy environmentalists who reserved hundreds of thousands of Tesla sedans years before they were made during Barack Obama's presidency. Musk in the Trump era advocated for a carbon tax, but he also fought local officials (and his own workers) over Covid rules that slowed the reopening of his Bay Area factory.


Teslas at the Las Vegas Convention Center Loop Central Station in April 2021. The Las Vegas Convention Center Loop was Musk's first commercial project. Ethan Miller/Getty Images

Musk's rightward shift matched the rise of the nationalist-populist right and the desire to serve a growing EV market. In 2019, he unveiled the Cybertruck, a Tesla pickup, and in 2018, he announced plans to manufacture it at a new plant outside Austin. In 2021, he decided to move Tesla's headquarters there, citing California's "land of over-regulation." After Ford and General Motors beat him to the electric truck market, Musk reframed Tesla as a company for pickup-driving dudes.

Similarly, his purchase of Twitter will be entwined with his other business interests. Tesla has a factory in China and is friendly with Beijing. This could be seen as a conflict of interest when Musk's Twitter decides how to treat Chinese-backed disinformation, as Amazon.com Inc. founder Jeff Bezos noted.

Musk has focused on Twitter's product and social impact, but the company's biggest challenges are financial: Either increase cash flow or cut costs to comfortably service his new debt. Even if Musk can't do that, he can still benefit from the deal. He has recently used the increased attention to promote other business interests: Boring has hyperloops and Neuralink brain implants on the way, Musk tweeted. Remember Tesla's long-promised robotaxis!

Musk may be comfortable saying he has no expectation of profit because it benefits his other businesses. At the TED conference on April 14, Musk insisted that his interest in Twitter was solely charitable. “I don't care about money.”

The rockets and weed jokes make it easy to see Musk as unique—and his crazy buyout will undoubtedly add to that narrative. However, he is a megabillionaire who is risking a small amount of money (approximately 13% of his net worth) to gain potentially enormous influence. Musk makes everything seem new, but this is a rehash of an old media story.

Sanjay Priyadarshi

Sanjay Priyadarshi

3 years ago

A 19-year-old dropped out of college to build a $2,300,000,000 company in 2 years.

His success was unforeseeable.

2014 saw Facebook's $2.3 billion purchase of Oculus VR.

19-year-old Palmer Luckey founded Oculus. He quit journalism school. His parents worried about his college dropout.

Facebook bought Oculus VR in less than 2 years.

Palmer Luckey started Anduril Industries. Palmer has raised $385 million with Anduril.

The Oculus journey began in a trailer

Palmer Luckey, 19, owned the trailer.

Luckey had his trailer customized. The trailer had all six of Luckey's screens. In the trailer's remaining area, Luckey conducted hardware tests.

At 16, he became obsessed with virtual reality. Virtual reality was rare at the time.

Luckey didn't know about VR when he started.

Previously, he liked "portabilizing" mods. Hacking ancient game consoles into handhelds.

In his city, fewer portabilizers actively traded.

Luckey started "ModRetro" for other portabilizers. Luckey was exposed to VR headsets online.

Luckey:

“Man, ModRetro days were the best.”

Palmer Luckey used VR headsets for three years. His design had 50 prototypes.

Luckey used to work at the Long Beach Sailing Center for minimum salary, servicing diesel engines and cleaning boats.

Luckey worked in a USC Institute for Creative Technologies mixed reality lab in July 2011. (ICT).

Luckey cleaned the lab, did reports, and helped other students with VR projects.

Luckey's lab job was dull.

Luckey chose to work in the lab because he wanted to engage with like-minded folks.

By 2012, Luckey had a prototype he hoped to share globally. He made cheaper headsets than others.

Luckey wanted to sell an easy-to-assemble virtual reality kit on Kickstarter.

He realized he needed a corporation to do these sales legally. He started looking for names. "Virtuality," "virtual," and "VR" are all taken.

Hence, Oculus.

If Luckey sold a hundred prototypes, he would be thrilled since it would boost his future possibilities.

John Carmack, legendary game designer

Carmack has liked sci-fi and fantasy since infancy.

Carmack loved imagining intricate gaming worlds.

His interest in programming and computer science grew with age.

He liked graphics. He liked how mismatching 0 and 1 might create new colors and visuals.

Carmack played computer games as a teen. He created Shadowforge in high school.

He founded Id software in 1991. When Carmack created id software, console games were the best-sellers.

Old computer games have weak graphics. John Carmack and id software developed "adaptive tile refresh."

This technique smoothed PC game scrolling. id software launched 3-D, Quake, and Doom using "adaptive tile refresh."

These games made John Carmack a gaming star. Later, he sold Id software to ZeniMax Media.

How Palmer Luckey met Carmack

In 2011, Carmack was thinking a lot about 3-D space and virtual reality.

He was underwhelmed by the greatest HMD on the market. Because of their flimsiness and latency.

His disappointment was partly due to the view (FOV). Best HMD had 40-degree field of view.

Poor. The best VR headset is useless with a 40-degree FOV.

Carmack intended to show the press Doom 3 in VR. He explored VR headsets and internet groups for this reason.

Carmack identified a VR enthusiast in the comments section of "LEEP on the Cheap." "PalmerTech" was the name.

Carmack approached PalmerTech about his prototype. He told Luckey about his VR demos, so he wanted to see his prototype.

Carmack got a Rift prototype. Here's his May 17 tweet.

John Carmack tweeted an evaluation of the Luckey prototype.

Dan Newell, a Valve engineer, and Mick Hocking, a Sony senior director, pre-ordered Oculus Rift prototypes with Carmack's help.

Everyone praised Luckey after Carmack demoed Rift.

Palmer Luckey received a job offer from Sony.

  • It was a full-time position at Sony Computer Europe.

  • He would run Sony’s R&D lab.

  • The salary would be $70k.

Who is Brendan Iribe?

Brendan Iribe started early with Startups. In 2004, he and Mike Antonov founded Scaleform.

Scaleform created high-performance middleware. This package allows 3D Flash games.

In 2011, Iribe sold Scaleform to Autodesk for $36 million.

How Brendan Iribe discovered Palmer Luckey.

Brendan Iribe's friend Laurent Scallie.

Laurent told Iribe about a potential opportunity.

Laurent promised Iribe VR will work this time. Laurent introduced Iribe to Luckey.

Iribe was doubtful after hearing Laurent's statements. He doubted Laurent's VR claims.

But since Laurent took the name John Carmack, Iribe thought he should look at Luckey Innovation. Iribe was hooked on virtual reality after reading Palmer Luckey stories.

He asked Scallie about Palmer Luckey.

Iribe convinced Luckey to start Oculus with him

First meeting between Palmer Luckey and Iribe.

The Iribe team wanted Luckey to feel comfortable.

Iribe sought to convince Luckey that launching a company was easy. Iribe told Luckey anyone could start a business.

Luckey told Iribe's staff he was homeschooled from childhood. Luckey took self-study courses.

Luckey had planned to launch a Kickstarter campaign and sell kits for his prototype. Many companies offered him jobs, nevertheless.

He's considering Sony's offer.

Iribe advised Luckey to stay independent and not join a firm. Iribe asked Luckey how he could raise his child better. No one sees your baby like you do?

Iribe's team pushed Luckey to stay independent and establish a software ecosystem around his device.

After conversing with Iribe, Luckey rejected every job offer and merger option.

Iribe convinced Luckey to provide an SDK for Oculus developers.

After a few months. Brendan Iribe co-founded Oculus with Palmer Luckey. Luckey trusted Iribe and his crew, so he started a corporation with him.

Crowdfunding

Brendan Iribe and Palmer Luckey launched a Kickstarter.

Gabe Newell endorsed Palmer's Kickstarter video.

Gabe Newell wants folks to trust Palmer Luckey since he's doing something fascinating and answering tough questions.

Mark Bolas and David Helgason backed Palmer Luckey's VR Kickstarter video.

Luckey introduced Oculus Rift during the Kickstarter campaign. He introduced virtual reality during press conferences.

Oculus' Kickstarter effort was a success. Palmer Luckey felt he could raise $250,000.

Oculus raised $2.4 million through Kickstarter. Palmer Luckey's virtual reality vision was well-received.

Mark Zuckerberg's Oculus discovery

Brendan Iribe and Palmer Luckey hired the right personnel after a successful Kickstarter campaign.

Oculus needs a lot of money for engineers and hardware. They needed investors' money.

Series A raised $16M.

Next, Andreessen Horowitz partner Brain Cho approached Iribe.

Cho told Iribe that Andreessen Horowitz could invest in Oculus Series B if the company solved motion sickness.

Mark Andreessen was Iribe's dream client.

Marc Andreessen and his partners gave Oculus $75 million.

Andreessen introduced Iribe to Zukerberg. Iribe and Zukerberg discussed the future of games and virtual reality by phone.

Facebook's Oculus demo

Iribe showed Zuckerberg Oculus.

Mark was hooked after using Oculus. The headset impressed him.

The whole Facebook crew who saw the demo said only one thing.

“Holy Crap!”

This surprised them all.

Mark Zuckerberg was impressed by the team's response. Mark Zuckerberg met the Oculus team five days after the demo.

First meeting Palmer Luckey.

Palmer Luckey is one of Mark's biggest supporters and loves Facebook.

Oculus Acquisition

Zuckerberg wanted Oculus.

Brendan Iribe had requested for $4 billion, but Mark wasn't interested.

Facebook bought Oculus for $2.3 billion after months of drama.

After selling his company, how does Palmer view money?

Palmer loves the freedom money gives him. Money frees him from small worries.

Money has allowed him to pursue things he wouldn't have otherwise.

“If I didn’t have money I wouldn’t have a collection of vintage military vehicles…You can have nice hobbies that keep you relaxed when you have money.”

He didn't start Oculus to generate money. His virtual reality passion spanned years.

He didn't have to lie about how virtual reality will transform everything until he needed funding.

The company's success was an unexpected bonus. He was merely passionate about a good cause.

After Oculus' $2.3 billion exit, what changed?

Palmer didn't mind being rich. He did similar things.

After Facebook bought Oculus, he moved to Silicon Valley and lived in a 12-person shared house due to high rents.

Palmer might have afforded a big mansion, but he prefers stability and doing things because he wants to, not because he has to.

“Taco Bell is never tasted so good as when you know you could afford to never eat taco bell again.”

Palmer's leadership shifted.

Palmer changed his leadership after selling Oculus.

When he launched his second company, he couldn't work on his passions.

“When you start a tech company you do it because you want to work on a technology, that is why you are interested in that space in the first place. As the company has grown, he has realized that if he is still doing optical design in the company it’s because he is being negligent about the hiring process.”

Once his startup grows, the founder's responsibilities shift. He must recruit better firm managers.

Recruiting talented people becomes the top priority. The founder must convince others of their influence.

A book that helped me write this:

The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality — Blake Harris


*This post is a summary. Read the full article here.

Zuzanna Sieja

Zuzanna Sieja

3 years ago

In 2022, each data scientist needs to read these 11 books.

Non-technical talents can benefit data scientists in addition to statistics and programming.

As our article 5 Most In-Demand Skills for Data Scientists shows, being business-minded is useful. How can you get such a diverse skill set? We've compiled a list of helpful resources.

Data science, data analysis, programming, and business are covered. Even a few of these books will make you a better data scientist.

Ready? Let’s dive in.

Best books for data scientists

1. The Black Swan

Author: Nassim Taleb

First, a less obvious title. Nassim Nicholas Taleb's seminal series examines uncertainty, probability, risk, and decision-making.

Three characteristics define a black swan event:

  • It is erratic.

  • It has a significant impact.

  • Many times, people try to come up with an explanation that makes it seem more predictable than it actually was.

People formerly believed all swans were white because they'd never seen otherwise. A black swan in Australia shattered their belief.

Taleb uses this incident to illustrate how human thinking mistakes affect decision-making. The book teaches readers to be aware of unpredictability in the ever-changing IT business.

Try multiple tactics and models because you may find the answer.

2. High Output Management

Author: Andrew Grove

Intel's former chairman and CEO provides his insights on developing a global firm in this business book. We think Grove would choose “management” to describe the talent needed to start and run a business.

That's a skill for CEOs, techies, and data scientists. Grove writes on developing productive teams, motivation, real-life business scenarios, and revolutionizing work.

Five lessons:

  • Every action is a procedure.

  • Meetings are a medium of work

  • Manage short-term goals in accordance with long-term strategies.

  • Mission-oriented teams accelerate while functional teams increase leverage.

  • Utilize performance evaluations to enhance output.

So — if the above captures your imagination, it’s well worth getting stuck in.

3. The Hard Thing About Hard Things: Building a Business When There Are No Easy Answers

Author: Ben Horowitz

Few realize how difficult it is to run a business, even though many see it as a tremendous opportunity.

Business schools don't teach managers how to handle the toughest difficulties; they're usually on their own. So Ben Horowitz wrote this book.

It gives tips on creating and maintaining a new firm and analyzes the hurdles CEOs face.

Find suggestions on:

  • create software

  • Run a business.

  • Promote a product

  • Obtain resources

  • Smart investment

  • oversee daily operations

This book will help you cope with tough times.

4. Obviously Awesome: How to Nail Product Positioning

Author: April Dunford

Your job as a data scientist is a product. You should be able to sell what you do to clients. Even if your product is great, you must convince them.

How to? April Dunford's advice: Her book explains how to connect with customers by making your offering seem like a secret sauce.

You'll learn:

  • Select the ideal market for your products.

  • Connect an audience to the value of your goods right away.

  • Take use of three positioning philosophies.

  • Utilize market trends to aid purchasers

5. The Mom test

Author: Rob Fitzpatrick

The Mom Test improves communication. Client conversations are rarely predictable. The book emphasizes one of the most important communication rules: enquire about specific prior behaviors.

Both ways work. If a client has suggestions or demands, listen carefully and ensure everyone understands. The book is packed with client-speaking tips.

6. Introduction to Machine Learning with Python: A Guide for Data Scientists

Authors: Andreas C. Müller, Sarah Guido

Now, technical documents.

This book is for Python-savvy data scientists who wish to learn machine learning. Authors explain how to use algorithms instead of math theory.

Their technique is ideal for developers who wish to study machine learning basics and use cases. Sci-kit-learn, NumPy, SciPy, pandas, and Jupyter Notebook are covered beyond Python.

If you know machine learning or artificial neural networks, skip this.

7. Python Data Science Handbook: Essential Tools for Working with Data

Author: Jake VanderPlas

Data work isn't easy. Data manipulation, transformation, cleansing, and visualization must be exact.

Python is a popular tool. The Python Data Science Handbook explains everything. The book describes how to utilize Pandas, Numpy, Matplotlib, Scikit-Learn, and Jupyter for beginners.

The only thing missing is a way to apply your learnings.

8. Python for Data Analysis: Data Wrangling with Pandas, NumPy, and IPython

Author: Wes McKinney

The author leads you through manipulating, processing, cleaning, and analyzing Python datasets using NumPy, Pandas, and IPython.

The book's realistic case studies make it a great resource for Python or scientific computing beginners. Once accomplished, you'll uncover online analytics, finance, social science, and economics solutions.

9. Data Science from Scratch

Author: Joel Grus

Here's a title for data scientists with Python, stats, maths, and algebra skills (alongside a grasp of algorithms and machine learning). You'll learn data science's essential libraries, frameworks, modules, and toolkits.

The author works through all the key principles, providing you with the practical abilities to develop simple code. The book is appropriate for intermediate programmers interested in data science and machine learning.

Not that prior knowledge is required. The writing style matches all experience levels, but understanding will help you absorb more.

10. Machine Learning Yearning

Author: Andrew Ng

Andrew Ng is a machine learning expert. Co-founded and teaches at Stanford. This free book shows you how to structure an ML project, including recognizing mistakes and building in complex contexts.

The book delivers knowledge and teaches how to apply it, so you'll know how to:

  • Determine the optimal course of action for your ML project.

  • Create software that is more effective than people.

  • Recognize when to use end-to-end, transfer, and multi-task learning, and how to do so.

  • Identifying machine learning system flaws

Ng writes easy-to-read books. No rigorous math theory; just a terrific approach to understanding how to make technical machine learning decisions.

11. Deep Learning with PyTorch Step-by-Step

Author: Daniel Voigt Godoy

The last title is also the most recent. The book was revised on 23 January 2022 to discuss Deep Learning and PyTorch, a Python coding tool.

It comprises four parts:

  1. Fundamentals (gradient descent, training linear and logistic regressions in PyTorch)

  2. Machine Learning (deeper models and activation functions, convolutions, transfer learning, initialization schemes)

  3. Sequences (RNN, GRU, LSTM, seq2seq models, attention, self-attention, transformers)

  4. Automatic Language Recognition (tokenization, embeddings, contextual word embeddings, ELMo, BERT, GPT-2)

We admire the book's readability. The author avoids difficult mathematical concepts, making the material feel like a conversation.

Is every data scientist a humanist?

Even as a technological professional, you can't escape human interaction, especially with clients.

We hope these books will help you develop interpersonal skills.