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18951535724
title The vr teaching product
Main products Vr teaching products
investment cost 236,000
Business model Freedom chain, other
region Beijing
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Hits 807
Update time 2026-09-11 07:39
expiration time

Joining the edge


Currently, it is a scarce but very important component in the vr, ar fields. In terms of content, e-technologies focus on primary and secondary studies and experiential exploration. The experimental curriculum consists of three cross-cutting systems of master knowledge, hot-spot knowledge and disciplines, making the biological, geographic and chemical teaching content of the screen a three-dimensional panorama of vivid images, allowing students to interact with knowledge in virtual reality and to discover the pleasures of learning. In the process of teaching pleasure, the interest in science and technology and innovation is generated through good user experience, which is a very good guide for developing the creativity and imagination of chinese children。

Since this year, there has been a growing call for “goldest content” in the vr and ar fields. The future industry pattern will be marked by a breakthrough in content, while the vr and ar market gold mines will be generated in the field of education, with more industry people predicting a trillion dollars in vr+ education。

1 vr education policy support, industry's preference。

2. The brand reputation industry ranks ahead。

3 the most complete product, the best product programme。

4. Professional curriculum development, leading the direction of vr education。

Union support


1. Brand image support

When choosing to join a brand, unionists generally prefer to choose a well-known brand, mainly because of the brand image and its high level of awareness. Membership+ brand names, and brand image and brand logo will be fully delegated by headquarters to union stores to raise consumer interest in brand visibility。

2. Whole-shop output support

By its own strength, headquarters provides a full range of process support to the consortium to assist it in its successful opening。

3. Free training support

The company provides specialized and systematic training to investors, shopkeepers and shopkeepers at their request on an ad hoc basis, continuously improving the level of business and management capacity of the shop and providing professional guidance to facilitate its management。

4. Logistics distribution support

The production and distribution of proprietary formulations is harmonized, and a well-developed logistics distribution system is fast and fast, allowing the safe arrival of goods in the stores。

5. Media advertising support

With considerable financial resources, the vr teaching products headquarters has carried out a strong promotional campaign, with a large number of advertisements on television at all levels, including in the online media, providing brand name and reputation, and sharing the resulting rolling resources with all associated players。

6. Market operations support

The headquarters for vr teaching products regularly arranges for operating commissioners to provide individualised service marketing programmes to allies during the start-up, long-term maturity of the market。

7. Tracking services support

Since the opening of the shop, telephone consultations at headquarters have been carried out on an ongoing basis, including the dispatch of professional visits to the shop to investigate specific operational conditions and provide later service。

8. Site renovation support

The company is accompanied by experts to select the best place to open the store, to ensure maximum consumer coverage, and to produce a programme of renovation based on the association。

Regional protection support

Headquarters undertook to ensure that a second chain would not be opened on a regional basis for the duration of the contract for the association shop in order to safeguard the interests of the association。

10. Oral support

Pre-opening training in marketing techniques will be provided by the glvr teaching products headquarters, not only to safeguard the interests of investors but also to address the gap with consumers。

Membership conditions


Be able to implement and adhere to business management concepts and regulations of the brand and consciously maintain its image。

2. Recognition and acceptance of the concept of business management as a brand, with a certain commitment to investment。

3. Entrepreneurship, love and appreciation of the industry。

4. A rich human resource and a good social reputation。

5. Be committed to this profession, have legal personality, a sense of responsibility and a spirit of creativity。

Join process


Project counselling: investors consult headquarters on project characteristics by telephone, fax, e-mail, etc。

2. Project visits: investors visit headquarters on a site to communicate fully with headquarters operations managers to confirm investment intentions。

3. Application for investment: a request for investment is completed when the investment intention is clear。

4. Qualifications: headquarters reviews information provided by investors to confirm their investment qualifications。

5. Contract: an investment contract is entered into when the rights and obligations of the parties are clearly defined。

6. Related training: technical, managerial, etc., after payment of the fees, certification is issued。

7. Preparation for the opening of a business: a combination of training, acquisition of equipment, raw materials, recruitment of personnel, renovation of the shop and opening of a shop at a given date。

After-sale services: establishment of investor files and implementation of remote guidance. Regular follow-up, business performance, business strategy, business challenges and free technological upgrading。

Guru ling, a high-tech enterprise specializing in vr (virtual reality) and ar (enhancing reality) applications and youth education, has developed and developed cloud hardware for the vr-edu open system, focusing on physical (scientific) experiments in primary and secondary schools and on the subject of young children, which intersect with leading knowledge, hot spots and disciplines。

The use of vr/ar technology has given new meaning to classroom teaching and has sought to “make growth more interesting”。

The “future classroom” of the vr teaching product, consisting of five components of the student vr learning terminal, the teacher's mobile broadcasting terminal, the vr broadcast server, the wireless router and the wireless co-screen, has now been updated in an official version of version 2. 0. The future classroom has almost led and defined industry usage norms in the 1. 0 age era, from the broadcasting system to content, and in the 2. 0 age period, it will abandon useless technical displays, while the future classroom 2. 0 experience and teaching effects will be enhanced on a large scale from the practical “teaching, learning, learning, using frequency” perspective, with the expectation that the use of virtual content will also begin as an iterative of the new year's industry, using a solid foundation to be used in 2018。

The core strategy is to create a closed-ring ecological chain of content + clouds and to develop autonomously the vr-edu open-system cloud hardware. The content is based on the physical (scientific) experimental curriculum of primary and secondary schools and the subject experience of young children, which consists of three cross-cutting systems of master knowledge, hot spots and disciplines, making the biological, geographic and chemical teaching content of the screen a three-dimensional panorama of vivid images, allowing students to interact with knowledge in virtual reality and to discover the pleasures of learning; topical experience exploration includes four main systems of cosmic exploration, the ancient world of life, custom exploration experience and microexploration, where students take equipment into the virtual world to learn abstract theoretical knowledge and to feel the infinity of learning。

It will aim to use innovative ideas, technologies and products, make full use of vr scenario applications, set up interactive classes, stimulate students ' active learning and exploration, and achieve educational goals by creating safe virtual experiments。

The main core members of the company are well-known games and internet companies, such as fox search, swimming, konami, touch technology, blueport online, and have a front-line teacher and a planning team of more than 15 years of curriculum design and game planning. Strategic cooperation has been established with prominent upstream hardware manufacturers and downstream institutions. Studies and development are being carried out in dozens of primary and secondary schools, with companies focusing on comprehensive upstream and downstream cooperation and intellectual property protection and applying for corresponding copyright and technology patents in connection with a variety of products from the educational landscape; at the same time, there is active cooperation with museums, and there is no doubt that the birth of the ancient world has brought a fresh flow to existing educational models。

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