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CUBOMANIA令牌销售
区块链游戏基础
教育平台
集成到自己的机器人
操作系统
Cubomania 是世界上第一款在线游戏在线教育平台
平台基于区块链技术工作
与基于AI技术的K-12机器人配合使用
Blockchain game-based
educational platform
integrated into its own
robotics operating system
/ 38 100 ETH
1 CUBO = 0,00015 ETH
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/ 38 100 ETH
1 CUBO = 0,00015 ETH
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CUBO玩具
物联网智能玩
CUBOMANIA 生态系统
               创建和管理虚拟角色和教育计                  
OPERATING SYSTEM
for smart toys, robotics and
IoT powered devices
完成度100%
完成度 100%
完成度20%
CuboBuddy是机器人教育玩具,是Cubomania区块链生态系统的第一个元素。玩具的主要目的是通过综合教育项目提供用户和AI角色之间的复杂交互
CuboApp是一款移动应用程序,连接区块链上的教育内容和CuboBuddy益智玩具。 CuboApp也可以用于访问独立于玩具的教育内容,这可以被视为CuboApp的扩展
Cubomania区块链市场和研讨会是生态系统的关键要素。与平台界面相结合的区块链机制有望缓解内容创建和分发的过程,同时授予教师和教育者对其知识产权的最大保护
CuboCore机器人操作系统是一款机器人操作系统,内置教育程序,可安装在任何基于物联网的设备上:无人机,玩具和机器人构造器。 CuboCore提供与Cubomania教育平台的完全集成

为什么区块链?

基于人工智能的虚拟角色基于其个人特征与孩子进行互动的想法为基于区块链的教育平台的发展开辟了一个机会,因此,一种新型的内容创建/分发和对导师智力的绝对保护属性

全球市场分析

教育市场总额为165亿美元。由于强劲的增长势头,该行业的数字部分预计到2023年将超过240亿美元大关,每年增长5%以上.
全球市场洞察/教育市场的复合年增长率指数(复合年增长率率)在世界经济中 - 68%

CUBOMANIA 今天

  • 屡获殊荣的基于物联网的玩具已准备好大规模生产
  • Alpha版教育平台,区块链研讨会(管理和创建人物和教育计划)和市场(购买和销售定制人物和教育计划)
  • 拥有超过25年顾问经验的强大团队的支持
  • 区块链CuboCore TM用于智能玩具,机器人和物联网启动设备的操作

智能合同

尖端区块链技术的实施将使教育行业的成员能够创建定制的课程以及互动计划,并将其直接提供给市场,因为该平台使用分散支付系统进行操作以确保安全交易
与平台界面相结合的区块链机制有望缓解内容创建过程,并授予教师和教师对其知识产权的最大保

如何运行

WIFI connect
WIFI
connect
简单
与大多数复合建筑物套件结合的简单立方体模型是空间思维发展的最佳基础
好习惯
在和小孩玩时做简单的家庭作业可以培养健康的习惯
字符
集合
每个立方体都有一个小帮手。使用区块链创建独特的字符。您可以在'Cubomania市场中购买,出售或交换角色
可持续性和安全的环境
玩具由可持续材料制成,具有高强度特性

全球认证

今年我们参加了12场活动,包括启动战,技术论坛和国际展览
我们的项目赢得了著名的创业大战Vernadsky Challenge 2017并获得了巨额奖金,在CES 2018 Las Vegas获得了TOP12,而这些只是刚刚开始,我们会变得更优秀。

旅程

关于媒体报道

公司的活动不断的得到媒体报道
来自CES 2018年的照片
来自拉斯维加斯2018CES的照片
来自CES 2018年的照片
来自CES 2018年的照片
来自CES 2018年的照片
来自CES 2018年的照片
来自CES 2018年的照片
来自CES 2018年的照片
来自CES 2018年的照片

团队

CEO Cubomania

maksim musiyenko

Founder, CEO Doctor of Technical Science, Professor

16 years in academic education; Author of more than 500 scientific papers, more than 200 patents, and 3 monographs; Scientific advisor; award winner of the Cabinet of Ministers of Ukraine for contribution of youth to the Government development (2003); Scholar of the Verkhovna Rada of Ukraine (2008) .                                   
 

YURIY VDOVYCHENKO

Chief Technology
Innovation Officer

12 years in educational project management; PhD in International Economics, Head of Noosphere Engineering School . Associate Professor at the Department of international economics and business, Cherkasy State Technological University, Cherkasy, Ukraine. Author of more than 60 publications. Business development manager, Prime Group, 2006-2015.

TAKAYUKI YONEDA

Ux\UI designer, Art Illustrator
 

Educational Comic book creator; Comic artist, illustrator, web and graphic designer; Has published two educational comic books in Japan and is currently working on the third and fourth ones; Has 3D animation skills .
 
 
 
 
 

MAXIM AFANASEV

Chief Marketing
Officer

Marketing specialist with extensive experience in launching projects in the FMCG market; Has expertise in creating and developing successful private labels; Has conducted more than 30 efficient full-scale advertising campaigns; CEO of OK LOCK, innovative lost and found service.
 
 
 

YAROSLAV KRAINYK

Co-founder, CTO, PhD in Computer Engineering

3+ years of experience in embedded development and software engineering; Has experience with modern microcontrollers and FPGA, successful implementation of telecommunications systems and IoT-projects.
 
 

DMITRY VOSHCHINA

Art director
 

15+ years of experience in UX/UI design. Extensive experience and expertise in graphic design of any level of complexity. Has practical skills in web-design, printing, illustrating, animation, 3D-modelling .
 
 
 

NATALIIA ISHCHENKO

Product Manager, PhD in economics, associate professor

Has 10 years of experience in foreign trade; Commodities expert, specialization - determining the country of origin of goods in accordance with national and international legislation; Coordinator of the socio-economic micro-projects under the British Council; Has conducted scientific research in transport logistics.

OLENA FILIMONOVA

Chief Financial Officer, PhD in Finance

Competent (expert) in banking credit and project finance; Acting Dean of Economic Science Faculty of Petro Mohyla Black Sea National University.
 
 
 
 
 

TETIANA HAVRYLIUK

HEAD of PR

CEO at Virtual Education; 13 years in educational product development; Has over 10 years of experience working with brands in the education industry; Has extensive expertise and experience in establishing and developing social media channels for digital products.
 

ALEXANDR NEDAVNIKH

Project Coordinator

Started his career as a web-developer in 2009; Launched 4 successful SEO products; Author and project manager of several mobile games; As the CTO at 50+ employees company, Since 2016 he has been actively interested in blockchain technologies and he has taken part in various blockchain events.

IVAN BURLACHENKO

Software Developer

Master in Computer Science, over 7+ years of experience; Responsible for the core development of our platforms; Recently had a successful experience at Hostopia, IQRIA as a full stack software developer.
 
 
 

YURI KOVAL

Hardware Developer
 

Programming skills of STM8, STM32 and other microcontrollers with ARM architecture in the programming environment: Keil, Ride, Cosmic, STM32CubeMX, Simulink for embedded solutions; selection of optimal electronic components, development of circuit diagram with further pcb trace in the Allegro software environment.

YEVHEN DAVYDENKO

SOFTWARE DEVELOPER
 

Forward-thinking developer offering more than six years of experience building, integrating, testing, and supporting Android applications for mobile and tablet devices on the Android platform; Created 10+ fully functional applications for Android devices; Expert in interaction between various devices and versions of Android.

OLEKSII DENYSOV

HARDWARE DEVELOPER
 

Has over 15 years of working experience in electronics; Expertise in VHDL/Verilog designs for Altera/Xilinx FPGA and CPLD; Extensive experience with Xilinx and Altera tools; SoPC for Altera Avalon,Xilinx AXI, Xilinx PLB and Wishbone FPGA designs; Proficient in FPGA design verification.
 
 

VITALII DIDUK

HARDWARE DEVELOPER, PHD in Computer Science

10+ years of experience in microelectronics; Develops automated microprocessor systems for industry and households; Teaches a class on building electronic devices and software development at higher educational establishments; Has extensive experience in teaching school-age children.
 

顾问

ALEXEY ZARYA

Marketing expert12+ years in marketing.

Has been working in the blockchain industry only since 2015. Has worked in big agencies Cryptonomos and ICOBox. Has helped tens of projects in holding ICOs providing them with marketing strategies on a turn-key basis or clearing up particular layers of marketing tactics.

MISHA HANIN

CEO of iRangers International

25+ years in IT infrastructures, Architecture and Cyber Security. 7+ years of Blockchain Systems, Architectures and Infrastructures.
 
 
 
 
 

DMITRY GRITSENKO

CEO and Founder of Master of Code

CEO and Founder of Master of Code, 13 year old software development company with 160+ employees across the globe. Co-founder of several successful IoT and SAAS startups: TrapTap, Zipify, FarmTrack and Tagible.
 
 

DMITRY LYAMENKOV

Business Analyst at ICOBOX

Business analyst at ICObox. ICO marketing expert. 1+ year in preparing and launching ICOs. 2+ years in cryptocurrency trading. Collaborated with 7 successful ICOs such as ICOS, Sponsy, Cubomania, BCSHOP, etc.
 
 

VIACHESLAV SHVAYDAK

CEO and co-founder of Sovereign Capital GroupCEO and co-founder of Sovereign Capital Group

Lecturer of University of Customs and Finance; Founder and CEO of Bodybuilding.ua. Has extensive experience in on-line business operations, project coordination and analytics . Responsible for driving performance measures for the operation in the Cubomania team; Visioner of the Cubomania project.

DUSTIN REFVIK

Managing Partner and Chief Strategy Officer of Master of Code (Canada)

As the Managing Partner and Chief Strategy Officer of Master of Code (Canada), he is focused on the strategic growth and scaling of new markets. Advisor and board member to several startups in Canada and the USA.
 
 
 

VITALII CHERNIUK

CEO of Science Park, Taras Shevchenko University of Kyiv

Corresponding Member of the Ukrainian Academy of Technological Sciences and General Director of Kiev National University Science Park. Founded Kiev National University Startup Business Incubator and Business-Leader School KNU.
 
 

FARHAN ALI

Director of Events
at The Moving Heads

Worked as the Jt. Managing Director & CEO at «Global Nomads». Worked as the Chief Manager - Events at «ICICI Prudential ». Got an MBA degree in Marketing at Institute for Technology and Management. Studied B.Com (Hons) at Institute for Excellence in Higher Education. Studied at Bal Bhavan School.

VLADIMIR SPIVAKOVSKY

Professor, Founder
of Edu Future

Scientist, author of 7 best-selling books and 56 patents, Ph.D.Ec., and a public figure. Chief of the regional office of education reforms and the finalist of international competitions “The best education system” (USA - 2016, Hong Kong - 2017, Finland). Founder of the ‘Grand’ Lyceum.
 

FAQ
  • 令牌销售
  • 产品
  • CUBO平台
  • 操作系统
  • 热门问题
  • Is the cube Lego-compatible? \ Is the cube compatible with Lego bricks?

    Sure thing! Compatibility with Lego bricks is one of the special features of the cubes. The top and bottom surfaces of the cube are covered with studs which can be connected to Lego pieces. Beside that, cubes with engines can be connected to all motorized toys made from Lego pieces. In this case, side surfaces are used as well. Furthermore, the cube is sold complete with the instructions on how to assemble several basic items made from LEGO pieces.

  • What about LEGO Mindstorm? Do you plan to make the cube compatible with it or do you plan to integrate it into the Cube?

    LEGO Mindstorm is a relatively complex construction set for children aged 12 and older. Cubomania is a simplified construction set for children aged 4 to 10 which a child will use to assemble the first robot in their life. A platform for making programs in order to contol robots is also simplified. This has been done to make it easy to use even for little kids. External pieces of a construction set may be used in the first stage of LEGO Mindstorm production with Cubomania cubes. However, in the near future we are planning to integrate it with LEGO Mindstorm, when both construction sets will work together.

  • Will there be any software that will teach children to create their characters in a playful form?

    Definitely, yes! A child will have a choice either to choose from the catalogue of existing characters or create their own. At the same time a child will have an opportunity to model his character and other characteristics.

  • How long is the battery life?

    It depends on the functions a child uses: either it is a large-scale video streaming with a continuous work of the engine or just LED flashing. A cube will work from 2-3 hours (at least) and up to 10 and more hours. In some functions it can work even while being charged - in this case the time of its work is unlimited.

  • Will you use high quality materials or cheap Chinese plastic?

    Only certified high-quality products! All the parameters and characteristics both of the body and all parts of the cube comply with technical regulations for children's toys. Ensuring the health of children is our top priority!

  • What's the point of making it compatible with Lego bricks?

    The use of LEGO parts allows to develop children's creativity, motor skills and imagination. Using the same parts a child will be able to make a rocket, a car, a robot and so on - it is a never-ending creative process. Moreover, it will give a second life to LEGO construction sets bought earlier, which is very important for parents.

  • Will it be possible to breed characters like in CryptoKitties?

    Of course! A child will have space for creating their types of mixed characters and their personality traits.

  • I have seen plenty of characteristics in your whitepaper. How will they be expressed in a square cube without hands and legs?

    Hands and legs are modelled with the help of engines (flexible, movable) or LEGO parts (immovable or less movable: with hinge joints). What is more, all the mentioned characteristics are modelled programmatically and displayed in the character on touchscreen.

  • There is a robot on caterpillar tracks in the picture on your site! Will it be possible to make such robots?

    Definitely yes! It will be possible to make robots both on caterpillar tracks and wheels as well as other elements kids will think of. There are assembly instructions of a few basic models made of LEGO parts in the cube kit. In addition, children can create their own solutions and share them with others.

  • Why does a cube need a barometer?

    The cube has a large number of in-built sensors with the help of which a child gets to know the properties of the world and then uses them for programming a robot. A barometer will help a child learn about pressure.

  • Will a cube interact with the Internet?

    Certainly! It is one of its main features. The cube is an element of IoT-technology. There is a Wi-Fi module in the cube through which it gets connected to Wi-Fi network and the Internet, which creates plenty of opportunities of interaction with the Internet.

  • Is it possible to make an advanced babyphone on its basis?

    Yes. There are a sound sensor (a microphone) and a loudspeaker in the basic model of the cube. And as the cube is connected to the Internet (there is a Wi-Fi module in it) there is an opportunity to use it as a babyphone. There is a special software support for this. Advanced models provide an opportunity to use a video camera.

  • Is a cube something similar to a control unit like in LEGO Mindstorms?

    That's right! In terms of robotics it is simplified to allow a little kid to play and programme it. However, it has its advantages: a colour screen (not black and white like in LEGO Mindstorms) and an opportunity to use characters in the cube. What is more, side occupancy sensors in the cube make it possible to create new games from a few cubes.

  • It's not clear how a child will interact with it. What is its feedback?

    A cube has sensors and executive units: engines, a display, a loudspeaker, light-emitting diodes. The cube reacts accordingly to how a child deals with a cube (either they speak, touch, put it in water and so on). It can display something on the screen, change the mode under which the engine operates, light LED up, make some sound in the loudspeaker and so on. As there is a Wi-Fi module in the cube, a child has a variety of opportunities to use the Internet, to the point where parents will somehow remotely influence their child through the cube.

  • What is the sense of the character?

    A character is a very important key distinctive element making our project different from other projects-prototypes. It's important for a child to be friends with somebody, to communicate. A child can disobey parents, quarrel with peers, withdraw into themselves. But they will always be friends with a fictional character. Especially if this fictional character will be their favourite cartoon or film character or just a character from a their imagination. It's always pleasant to communicate with him, study together, do morning exercises and so on. It's a key element of child's personality development. Parents will be able to influence their child through the character, teach and develop them. And it will always be pleasant for a child to play with such a toy. It's especially important for children with autism. The project includes AI elements, which will significantly improve communication of a child and a character.

  • What educational institutions in the USA do you plan to cooperate with?

    The CEO of the project is Maksym Musiyenko - Doctor of Technical Science, Professor of National University, who has plenty of agreements both with European and Asian, American and other institutions. To date, thanks to the Fulbright Program, the flagship international educational exchange programme, University staff members have visited American universities MIT Caltech, Cornell University of Princeton and many others a number of times. The CEO of the project visited Stanford University after CES-2018 in Las Vegas in January 2018 where he also established contacts. We plan close cooperation on the topic of the project with all these unisversities.

  • Will a child interact with a character via mobile phone?

    There are several channels of interaction. When the programme is recorded in the cube a child interacts with the character directly playing with the cube: via sensors and touch-screen. However, there is a Wi-Fi module in the cube. It makes it possible to interact with the character through any device that is connected to Wi-Fi: a mobile phone, a tablet, etc. What is more, the cube is connected to the Internet, which means a child can interact with the character through the Internet, for example, with the help of a desktop computer.