
Uptale
Immersive learning and story living : 360° interactive real-life experiences in vr for learning and communication.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor | €0.0 | round |
investor investor | €0.0 | round | |
* | €9.0m | Early VC | |
Total Funding | 000k |
EUR | 2019 |
---|---|
Revenues | 0000 |
EBITDA | 0000 |
Profit | 0000 |
EV | 0000 |
EV / revenue | 00.0x |
EV / EBITDA | 00.0x |
R&D budget | 0000 |
Source: Company filings or news article
Related Content
Uptale operates in the virtual reality (VR) training industry, providing a comprehensive platform that allows users without technical backgrounds to create, deliver, and analyze immersive training experiences. The company serves a diverse range of clients, including educational institutions, corporate training departments, and specialized training providers. Uptale's market spans across various sectors such as education, healthcare, and corporate training, where there is a growing demand for innovative and effective training solutions.
The business model is subscription-based, offering different plans tailored to the needs of various user groups. Clients can choose from monthly or annual subscriptions, with additional features and user roles available at incremental costs. Uptale generates revenue through these subscription fees, which are subject to annual commitments.
Uptale's platform features include user and role management, enabling administrators to invite users, assign roles, and control access with ease. The platform also supports the creation of interactive 3D objects, enhancing the realism and engagement of the training experiences. Additionally, Uptale provides dedicated pedagogical and VR experts to assist clients in successfully implementing their projects.
Key clients include major corporations and educational institutions, such as SNCF, CMA CGM, and PwC, who utilize Uptale's platform for their immersive learning needs. The company showcased its innovations at Vivatech 2024, demonstrating over 700 mixed reality demos.
Keywords: VR training, immersive learning, non-technical users, subscription-based, 3D objects, corporate training, educational institutions, user management, scalable experiences, pedagogical support.