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Геймифицированная
образовательная блокчейн-
платформа, интегрированная
в собственную операционную
систему для робототехники
Cubomania - это первая в мире геймифицированная образовательная
блокчейн-платформа для аудитории К-12, работающая совместно
с роботизированным устройством, основанном на использовании
системы искусственного интеллекта.
Геймифицированная образовательная
блокчейн-платформа, интегрированная в
собственную операционную систему для
робототехники
/ 38 100 ETH
1 CUBO = 0,00015 ETH
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Игрушки CUBO
IoT smart игрушки
Экосистема Cubomania
Создавайте и управляйте персонажами и учебными программами.
Операционная система
для смарт-игрушек, робототехники
и IoT устройств
Выполнено- 100%
Выполнено- 100%
Выполнено- 20%
CuboBuddy, роботизированная обучающая игрушка, - это первый элемент экосистемы Cubomania. Основная задача - обеспечить полноценное взаимодействие ученика с виртуальным ИИ-персонажем, содержащим образовательные программы.
CuboApp – это мобильное приложение, соединяющее источник образовательного контента на блокчейне и обучающую игрушку CuboBuddy.
CuboStore и Cubo Workshop (онлайн мастерская) - основные элементы экосистемы Cubomania. Механизм блокчейн и интерфейс платформы облегчат создание и распространение контента, а также предоставят преподавателям защиту их интеллектуальной собственности.
CuboCore - это ОС для робототехники со встроенными образовательными программами, которая может быть установлена на любые IoT устройства. CuboCore позволяет полную интеграцию с образовательной платформой Cubomania.

Почему блокчейн?

Идея виртуального персонажа с ИИ оболочкой, который взаимодействует с детьми, основываясь на их личностных характеристиках, открыла нам возможность для разработки образовательной платформы на блокчейне и, как результат, для создания/распространения нового типа контента, а также абсолютной защиты интеллектуальной собственности преподавателей.

Мировой рынок + аналитика

Объем рынка образования составляет $165 млрд. Благодаря устойчивой динамике роста к 2023 г. рынок онлайн образования обещает преодолеть отметку в $240 млрд., прибавляя более чем по 5 % в год. / Global Market Insights /
Рынок образования имеет второй результат по показателю CAGR (среднегодовой темп роста в сложных процентах ) в мировой экономике – 68%

Cubomania сегодня

  • Удостоенная многих наград игрушка на основе технологии IoT, готовая к массовому производству
  • Альфа версия образовательной платформы, онлайн мастерской (управляйте и создавайте персонажей и учебные программы) и блокчейн маркета (покупайте и продавайте персонализированных персонажей и учебные программы).
  • Мощная поддержка от эдвайзеров с более, чем 25-ти летним опытом работы в сфере инновационных технологий в образовании.
  • Ранняя стадия разработки - Операционная система Blockchain Cubo Core ™ для смарт-игрушек, робототехники и устройств, использующих технологию “интернет вещей”

Как работает смарт контракт

Внедрение передовой технологии блокчейн позволит участникам индустрии образования создавать персонализированные учебные программы, а также интерактивные программы и предлагать их рынку напрямую, так как платформа работает на основе использования децентрализованной системы оплаты для обеспечения безопасного совершения сделок.
Ожидается, что механизм блокчейн в сочетании с интерфейсом платформы облегчат процесс создания и распространения контента, а также предоставят учителям и педагогам максимальную защиту их интеллектуальной собственностиy

Как это работает

WIFI connect
WIFI
connect
ПРОСТОТА
Модель простого кубика интегрированного с большинством составных конструкторов - это лучшая основа для развития пространственного мышления.
ХОРОШИЕ ПРИВЫЧКИ
Выполняя простые домашние задания играя, ребёнок развивает здоровые привычки.
КОЛЛЕКЦИЯ
ПЕРСОНАЖЕЙ
В каждом кубике живёт маленький помощник. Создавайте уникальных персонажей, используя блокчейн. Вы можете покупать, продавать или обмениваться персонажами на CuboStore.
ЭКОЛОГИЧЕСКАЯ УСТОЙЧИВОСТЬ
И БЕЗОПАСНОСТЬ
Игрушка сделана из экологически безопасных материалов и обладает высокопрочными характеристиками.

Мировое признание

За этот год мы приняли участие в 12 мероприятиях, включая битвы стартапов, технологические форумы и международные выставки..
Наш продукт победил в престижной битве стартапов Vernadsky Challenge 2017 с призовым фондом в 70 тысяч американских долларов. Мы вошли в топ 12 украинских проектов, представленных на главном событии компьютерной индустрии CES 2018 в Лас Вегасе. И мы только разогрелись..

ROADMAP

Пресса о нас

Деятельность компании постоянно освещается в СМИ.
Фото с CES 2018
Фото с Las-Vegas CES 2018
Фото с CES 2018
Фото с CES 2018
Фото с CES 2018
Фото с CES 2018
Фото с CES 2018
Фото с CES 2018
Фото с CES 2018

Команда

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.
 

Эдвайзеры

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 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
  • Продажа токенов
  • Продукт
  • Платформа Кубомания
  • Операционная система
  • Топ вопросы
  • Совместим ли кубик с обычным лего?

    Да, конечно! Совместимость с LEGO – одна из особенностей кубиков. Вся верхняя и нижняя грань кубика покрыта шипами для крепления элементов LEGO. Кроме того, в изделии с моторчиками можно крепить все мотоизделия, собранные из конструкторов LEGO – в этом случае используются и боковые поверхности. При этом в комплекте с продаваемым кубиком идут инструкции по сборке нескольких базовых изделий из деталей LEGO.

  • Что насчет LEGO Mindstorm - планируется ли совместимость, интеграция?

    LEGO Mindstorm – это относительно сложный конструктор для детей от 12-ти лет. Cubomania – это упрощенный конструктор для детей от 4 до 10-ти лет, с которым ребенок соберет свой первый в жизни робот-конструктор. Упрощена также и программная платформа написания программ управления роботом, чтобы она была понятна маленькому ребенку. На первой стадии выпуска продукта от LEGO Mindstorm с кубиками Cubomania могут быть задействованы внешние элементы конструктора. Однако в ближайшем будущем планируется более глубокая интеграция с LEGO Mindstorm, когда оба конструктора смогут работать в паре.

  • Будет ли программное обеспечение, которое в игровой форме научит ребенка создавать своих персонажей ?

    Да! У ребенка будет выбор: или выбрать из каталога имеющихся персонажей, или создать своего. При этом ребенок сможет сам моделировать его характер и прочие характеристики.

  • На сколько хватает батареи?

    Это зависит от того, какие функции использует ребенок: трансляция полноценного видео с постоянной работой моторчика, или лишь мигание светодиода. Кубик будет работать от 2-3 (минимум) до 10 и более часов. При этом в некоторых функциях кубик может работать находясь на зарядке – в этом случае время работы кубика не ограничено

  • 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.