Current location - Music Encyclopedia - Earning online - What is a campus network? Do you need to buy it?
What is a campus network? Do you need to buy it?
Campus network is a broadband multimedia network that provides teaching, scientific research and comprehensive information services for school teachers and students. Need to buy.

First of all, the campus network should provide an advanced information-based teaching environment for school teaching and scientific research. This requires the campus network to be a broadband, interactive and professional local area network.

Multimedia teaching software development platform, multimedia demonstration classroom, teacher preparation system, electronic reading room and teaching test database can all run on this network. If a school includes multiple professional disciplines (or departments), it can also form multiple local area networks, which are connected by wired or wireless means. Secondly, the campus network should have educational, administrative and general management functions.

Market positioning:

Market positioning of campus network: help everyone to exert their strength in the network through their own equipment, without the control of the server.

The commercial orientation of campus network: by integrating a large number of commercial application products, the company's own superior products can play a greater commercial potential; Quickly turn traffic aggregation into business value aggregation.

Technical orientation of campus network: create new designs, avoid homogenization of SNS, completely open interfaces and attract as many third-party technical cooperation as possible.

Product positioning of campus network: provide all basic functional products that meet social needs (such as blog logs, photo albums, mailboxes, network disks, music, activities, chats, personal spaces, friends, groups, sharing, posting topics, alumni records, etc.), and at the same time increase the development of P2P and streaming media, the integrated development of interactive games on leisure web pages, and the research on educational and teaching video-on-demand products.

User orientation of campus network: all students and groups who used to be students, every netizen will be a potential user of campus network.