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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。