Document:

Technology Development Contract

 Exhibit 10.15 
 English Translation 
 Contract Reg. No.: 

																													
	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	 

 Technology Development Contract 
 Project Name: Network Game Development Engine 
 Trustor: Beijing
Perfect World Network Technology Co., Ltd. 
 (Party A) 
 Trustee: E-Pie Entertainment and Technology Co., Ltd. 
 (Party B) 
 Place of Execution: Haidian District, Beijing Municipality 
 Date of
Execution: April 20th, 2004 
 Validity Period: From April 20th 2004 to April 20th
2005 
 Beijing Technology Market Administration Office 

 English Translation 
  

 Instructions 
 1. “Contract Reg. No.” will be filled in by the Technology Contract Registration Department. 
 2. “Technology
Transfer Contract” refers to a contract entered into by and between the parties for transferring patent rights, patent application rights, patent licenses or know-how. The text of the present Contract is applicable to transfer of know-how. For
transfer of patent rights, patent application rights or patent licenses, the text of the technology contract for patents shall be applied. 
 3. If it is a
planned project, indicate it at the level of the department/commission of the State Council, the province, the autonomous region, the municipality directly under the Central Government, the municipality directly under State planning, the
municipality or the county. If it does not belong to any of the above levels, check the blank space with ( / ). 
 4. The scope of know-how and
confidentiality period refer to the obligations of both parties for the confidentiality of the know-how, the geographical scope of confidentiality, the beginning and ending times of confidentiality, and the liabilities for disclosing know-how.

 5. In this Contract, for any clause that will not be filled in, as agreed by both parties, check the blank space with ( / ). 
  

 2 

 English Translation 
  

 As per the provisions of the Contract Law of the People’s Republic of China and through friendly negotiation
between Party A and Party B regarding the technology transfer of the project of Network Game Development Engine (this project is a     /     plan T), this Contract is entered into by and between both parties. 
 I. Contents, Requirements
and Industrial Development Degree of Know-how 
 [Brief Introduction of Main Functions and Uses] 
 Basic functions and technical indexes of Network Game Development Engine 
 The network game development engine is an indispensable tool for developing and making network games. Using the development engine will not only dramatically reduce the workload of developers and reduce development
costs, but also significantly improve the control over the development process and improve the development quality. In addition, using the development engine also enables many game characteristics that could not be achieved before. 
 The network game development engine provides a complete set of tools for developing network games. These tools include: 
 3DS Max: It is an output plug-in unit designed for art designers to make gaming resources. It can export the models created by the art designer in Max
into the model format that can be directly used by the engine. 
 Effect and model editor: It is designed for art designers to edit composite
models. This editor enables art designers to conveniently design visual effects (explosions, fireworks, etc) for games and bundle these visual effects and sound effects with the animations in models, thus generating composite models that can be used
in games. Through simple play commands in the program, these composite models enable synchronous playing of the model animations, visual effects and sound effects. 
 Game editor: It is designed for game designers. In this editor, game designers can very intuitively design the components of the game world, thus dramatically reducing the time needed for designing the game world and
effectively reducing the complexity of designing the game world. 
 In addition, it also provides programmers with a complete set of SDKs,
including such functional modules as 3D, media, file control, network communications, server data management, etc, helps them solve various kinds of technical difficulties in writing network game programs and enables programmers to completely focus
on the writing and control of game logics, thus improving the program development efficiency and effectively guaranteeing the game quality. 
 [Brief
Introduction of Main Technical Indexes] 
 It is mainly applicable to PIII500 or above. 
 Operating system: Windows 2000, XP 
 Programming language and edition: VC6++ 
 Main technical indexes of the engine: 
 (I) Bone System 
 It is a skeleton (Bone System, bone hierarchy) consisting of several bones. On the Bone System various kinds of controllers (e.g. IK Solver or controllers of laws of
physics) can be attached to control the motion of the bones, thus enabling transitions or combinations among different actions or generating the required bone motions through the computer. 
  

 3 

 English Translation 
  

 (II) Skinned Mesh 
 Through designating the bone to which each vertex is attached and the weight of the bone to the said vertex and, at the time of rendering, through calculating the location of each vertex on basis of the location of the bone, the soft
animations supported the Bone System are generated. Such soft animations only stores the key frame information of the Bone System and only has a storage capacity as that for hard animations, thus significantly saving the memory needed for using soft
animations in games (of course, it will use some CPU time). The biggest benefit of using Skinned Mesh is that, when the program is running, it can generate new animations through changing the information of the Bone System. So it enables natural
transitions and combinations among different actions, thus randomly combining and connecting actions of the actions of various roles in the game. This not only reduces the workload of art designers but also reduces the difficulties programs have in
controlling actions as well as makes the actions of different roles more realistic and continuous. In addition, through comprehensive use of the Bone System and the Skinned Mesh, we can use scripts (programs) to generate natural animations that will
never repeat (e.g. the animations for the facial expressions of people; the animations for the clothes of roles based on mass point systems, etc). 
 If some
nodes are controlled by only one bone and the weight is 1.0, it is a hard animation. 
 (III) Quad-tree based Terrain Generation Algorithm 
 Representation of broad and real landforms is a basic function that any virtual reality simulation software must provide. In this network game engine, we adopt the
simplified algorithm based on a global strategy. It supports the generation of extra large landforms and thus improves the automatic combination algorithm for ground blocks, thus enabling more efficient representation of landforms and better
effects. 
 (IV) Particle System 
 The Particle System is a
powerful tool used in computerized graph programs for representing objects that cannot be modeled with polygons, e.g. smoke, fire, rain, snow, etc. This system enables realistic representation of such volatile natural phenomena. 
 (V) Image Based Lighting 
 Image Based Lighting is unlike the traditional
vertex-based rendering mode. Under the traditional vertex-based rendering mode, the lighting algorithm based on the Limbert rationale only exists in on the vertexes of the model, while the colors of other locations of the model are obtained through
linear interpolations between adjacent vertexes. So, in order to increase the detailed representations of lighting results (e.g. bright lines cast on walls through slits), you have to increase the number of vertexes used by the model, thus greatly
increasing the system load. However, the image-based lighting technology uses the lighting maps obtained through pre-processing for rendering the model. The correctness and details of the lighting results are completely determined by the lighting
maps. At the same time, the texture mapping technology of the hardware can be used to efficiently render the lighting maps. 
  

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 English Translation 
  

 (VI) Collision detection 
 This engine enables several common collision detection algorithms, e.g. ray and AABB, ray and OBB, ray and triangle, AABB and triangle, etc, thus providing bottom support for using various collision detection programs in games. 

(VII) Network bottom communications modules 
 UDP-based network bottom
communications modules fully consider such conditions as network delays, packages losses, etc, and provide stable network communication links, thus ensuring the stable operation of network communications. 
 II. Technical Information and Materials and the Deadline, Place and Means of Delivery 
 Within 30 days after this Contract takes effect, Party B shall provide Party A the following technical information and materials by in-person delivery in Haidian District, Beijing: 
  

	 	1.	User requirements files for this system 

  

	 	2.	General design files of this system 

  

	 	3.	List of core technologies used in this system 

  

	 	4.	Detailed manual for core technologies of this system 

  

	 	5.	Descriptions of core algorithms of this system 

  

	 	6.	Detailed designs files for all parts of this system 

  

	 	7.	Source codes for the programs of core algorithms of this system 

  

	 	8.	Source codes of the sub-programs of all functions of this system 

  

	 	9.	Electronic version of user’s instructions of this system 

  

	 	10.	Common troubles of this system and programs for eliminating them 

  

	 	11.	Other technical documents deemed by both parties as necessary 

 For
clauses marked with “T”, please fill in as per the requirements of the instructions. 
 III. R&D Plan 
 From April 6th 2004, when this Contract is executed, to April 20th 2005, Party A shall complete the delivery of the overall system design, core technologies, source codes, core algorithms and
relevant technical materials. 
 IV. Criteria and Method for Acceptance 
 After Party A has used and trial operated this technology for 1 month and all the technical indexes listed in Article I herein have been achieved, acceptance inspection shall be conducted as per the criteria jointly
formulated by both parties by means of an acceptance verification meeting. The technical project acceptance certificate shall be issued by Party A. 
 V.
Price and Payment Method 
  

	 	(I)	Total price (in words): Renminbi Three Million and Four Hundred Thousand Yuan ONLY 

 Including the price of the technology transaction (in words): Renminbi Three Million and Four Hundred Thousand Yuan ONLY 
  

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 English Translation 
  

	 	(II)	Method for payment: Use the No.‚ method mentioned below

  

							
	 �
	 	 Pay in one lump sum:
	  	Yuan; time:	  	
	 ‚
	 	 Pay in installments:
	  		  	

 Initial installment: Renminbi one million and seven hundred thousand Yuan ONLY 
 Date: April 25th 2004 
 2nd installment: Renminbi one million and seven hundred thousand Yuan ONLY

 Date: Sept. 30th 2004 
  

			
	 ƒ
	 	Take commission at a rate of                     
% of the profit for the period from              to
	 „
	 	Take commission at a rate of                     
% of the profit for the period from              to
	 ...
	 	Other means:

 VI. Calculation of Liquidated Damages 
 When this Contract is breached, the breaching party shall bear the liabilities in accordance with relevant provisions of the Contract Law of the People’s Republic of China. 
 (I) If Party B breaches any provision of Article II herein, Party B shall bear the following liability: 
 Party B shall pay to Party A an amount of Renminbi ten thousand only (RMB10,000) as the liquidated damages for each of the delayed days. 
 (II) If Party A breaches any provision of Article VI herein, Party A shall bear the following liability: 
 Party A shall pay to Party B an amount of Renminbi ten thousand only (RMB10,000) as the liquidated damages for each of the delayed days. 
 VII. Contents of Technical Directions (Incl. Place, Method and Expenses) 
 Party B shall be responsible for training 10 ordinary technicians of Party A. The training shall enable the people of Party A to install, use, debug and trouble shoot the system in an experienced manner. The training time shall not be less
than 10 working days. The training shall be held in Beijing. Party B shall be responsible for paying for the foods and accommodation for the people of Party A when they stay in Beijing. 
 Party B shall be responsible for training two core technicians of Party A. The training shall enable the people of Party A to grasp the overall design, core algorithms and core technologies of the system in an
experienced manner and to understand the core program codes. The training time 

  

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 English Translation 
  

 
shall not be less than 10 working days. The training shall be held in Beijing. Party B shall be responsible for paying for the foods and accommodation for
the people of Party A when they stay in Beijing. 
 VIII. Ownership of Technical Results 
 After Party A pays the development price, the whole copyright of the technology development project as agreed herein belongs to Party A. It is hereby guaranteed by Party B that the entrusted development project does
not infringe on any third party’s intellectual property rights, including patented rights, copyrights, etc. 
 IX. Means for Settlement of Disputes

 Any dispute arising during performing this Contract shall be settled through reconciliation or mediation between both parties. In case reconciliation
or mediation fails to solve it, it may be solved through arbitration or any judicial procedure. 
 (I) It is agreed by both parties to submit
the dispute to Beijing Haidian District Arbitration Commission for arbitration; 
 (II) It is agreed by both parties to submit it to
the people’s court at the domicile of the plaintiff. 
 X. Interpretation of Terms and Terminologies 
 XI. Others 
  

 7 

 English Translation 
  

											
	 Transferee (Party A)
	  	Name	    	Beijing Perfect World Network Technology Co., Ltd.	    	 Technology Contract Seal Or Corporate Seal [Seal: Beijing Perfect World Network Technology Co., Ltd.]
  
 April 6th 2004

		  	  
 Legal Rep
	    	  
 Chi Yufeng
	    
		  	  
 Authorized Agent
	    	  
 (Signature and Seal)    /s/ Chi
Yufeng                
	    
		  	  
 Contact
 (Handler)
	    	  
 Xiao Xinguang
	    
		  	  
 Domicile
 (Mail Add)
	    	  
 Tsinghua University Post
 Office, Beijing,
 P.O. Box 84-145
	 	  
 Zip Code
	    	  
 100084
	    
		  	  
 Tel
	    	  
 82619072
	 	  
 Fax
	    	  
 82619072
	    
		  	  
 Opening Bank
	    	  
 China Construction Bank, Tsinghua Park Branch
	    
		  	  
 A/C NO.
	    	  
 11001079900053000393
	    
				
	 Transferor (Party B)
	  	Name	    	E-Pie Entertainment and Technology Co., Ltd.	    	 Technology Contract Seal Or Corporate Seal [Seal: E-Pie Entertainment and Technology Co., Ltd.]
  
 April 6th 2004

		  	  
 Legal Rep
	    	  
 Wang Tongyan
	    
		  	  
 Authorized Agent
	    	  
 (Signature and Seal)     /s/ Wang Tongyan                
	    
		  	  
 Contact
 (Handler)
	    	  
 Niu Yuekun
	    
		  	  
 Domicile
 (Mail Add)
	    	  
 No.45, Chengfu Road,
 Haidian District, Beijing
	 	  
 Zip Code
	    	  
 100083
	    
		  	  
 Tel
	    	  
 62658395
	 	  
 Fax
	    	  
 62658380
	    
		  	  
 Opening Bank
	    	  
 China Construction Bank, Tsinghua Park Branch
	    
		  	  
 A/C NO.
	    	  
 6510005092610032127
	 		    		    

  

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 English Translation 
  

 Paste Stamp Tax Receipts Here 
  

							
	 Examination and Registration Column for Registration Authority:
	  	
				
	 Handled By:
	 	    /s/ Zhang Beihai	 		  	Technology Contract Registration Authority (Special Seal)
				
		 		 		  	[Seal: Beijing Technology Market Administration Office]
				
		 		 		  	April 9th 2004

  

 9Technology Development Contract

 Exhibit 10.16 
 English Translation 
 Contract Reg. No.: 

																													
	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	  	 

 Technology Development Contract 
 Project Name: Editor System for Shadow Company Series of Games 
 Trustor: Beijing Perfect World Network Technology Co., Ltd. 
 (Party A) 
 Trustee: E-Pie Entertainment and Technology Co., Ltd. 
 (Party B) 
 Place of Execution: Haidian District, Beijing Municipality 
 Date of Execution: July 15th, 2005 
 Validity Period: From July 15th 2005 to December 31st 2005 
 Beijing Technology Market Administration
Office 

 English Translation 
  

 Instructions 
 1. “Contract Reg. No.” will be filled in by the Technology Contract Registration Department. 
 2. “Technology
Transfer Contract” refers to a contract entered into by and between the parties for transferring patent rights, patent application rights, patent licenses or know-how. The text of this Contract is applicable to transfer of know-how. For
transfer of patent rights, patent application rights or patent licenses, the text of the technology contract for patents shall be applied. 
 3. If it is a
planned project, indicate it at the level of the department/commission of the State Council, the province, the autonomous region, the municipality directly under the Central Government, the municipality directly under State planning, the
municipality or the county. If it does not belong to any of the above levels, check the blank space with ( / ). 
 4. The scope of know-how and
confidentiality period refer to the obligations of both parties for the confidentiality of the know-how, the geographical scope of confidentiality, the beginning and ending times of confidentiality, and the liabilities for disclosing know-how.

 5. In this Contract, for any clause that will not be filled in, as agreed by both parties, check the blank space with ( / ). 
  

 2 

 English Translation 
  

 As per the provisions of the Contract Law of the People’s Republic of China and through friendly negotiation
between Party A and Party B regarding the technology transfer of the project of Editor System for Shadow Company Series of Games (this project is a     /     planT), this Contract is entered into by and between both parties. 
 I. Contents,
Requirements and Industrial Development Degree of Know-how 
 [Brief Introduction of Main Functions and Uses] 
 Basic functions and technical indexes of Editor System for Shadow Company Series of Games 
 The network game editor is an indispensable tool for developing and making network games. Using the editor toolkit will not only dramatically reduce the workload of developers and reduce development costs, but also
significantly improve the control over the development process and improve the development quality. In addition, using the editor toolkit also enables many game characteristics that could not be achieved before. 
 The game editor provides a continuously evolving tool. Hardware and operating systems are continuously upgrade, the engine has to continuously upgrade in
order to fully use the benefits and conveniences brought by the upgraded hardware and system and to continuously give users brand-new experiences. 
 [Brief
Introduction of Main Technical Indexes] 
 It is mainly applicable to PIII500 or above. 
 Operating system: Windows 2000, XP 
 Programming language and edition: VC6++ 
 Main technical indexes of the toolkit: 
 (I) Mesh Model Data 
 Currently most hardware accelerating cards can only accelerate the hardware for models based on polygon (triangle) representations, so polygon-based mesh model data,
which is an important data type for representing 3D models, must be provided in the 2D/3D graphical image engine. Considering the fact that display cards accelerating hardware for surface-based representations are currently available, such cards
will become popular. Such surface-based representations can represent very smooth surfaces with very few data, so the mesh model data of the engine must be able to provide program for realizing surface-based representations. Such mesh data types
will be used for representing various kinds of objects and at the same time for representing outdoor landforms and buildings. 
 (II) Composite model objects

 A composite model is based on model objects. It is a data structure that has some additional sound events, effect events and logical events that can
conveniently synchronize sounds, effects and logical actions with the animations of the model. 
 (III) Objects of special visual effects 
 Such objects of special visual effects are used to represent various kinds of special visual effects (e.g. explosions, blood stains, bullets, bullet holes, halos, etc)
that are added to games to enhance the realism of pictures. They include: 
  

	 ̈	 	 Decal: It is usually used to represent special visual effects based on sequence charts that are always oriented toward users. For example, Decal is suitable for
representing changes of the explosive core. 

  

 3 

 English Translation 
  

	 ̈	 	 BillBoard: It is usually used to represent effects with a single orientation. For example, the snap lines of bullets, etc. 

  

	 ̈	 	 Lamp and Lens Flare: They are used to represent the halos of lights. 

 (IV) Automatic model simplification algorithms 
 In order to process extra large scenes, some automatic simplification
algorithms must be applied to the objects, landforms and buildings in the scenes to remove undistinguishable details from distant objects, thus reducing the processing work of the engine, improving the processing speed of the engine and enhancing
the interactivity of games. 
 (V) Abstract definition and realization of hardware resources 
 This includes: abstraction, definition and realization of input devices (keyboard, mouse, serial port, network, etc), abstraction, definition and realization of output devices (display equipment, feedback mouse, voice
card, network, etc), file storage devices, file objects, directory objects, resources package objects, etc. 
 (VI) Analog algorithms for natural phenomena

 Natural phenomena, e.g. rain, snow, lightning, etc, need to use the program’s algorithms to achieve enough natural realism. So the engine must provide
analog algorithms for these natural phenomena to help introduce these natural phenomena into the final game. 
 II. Technical Information and Materials
and the Deadline, Place and Means of Delivery 
 Within 30 days after this Contract takes effect, Party B shall provide Party A the following technical
information and materials by in-person delivery in Haidian District, Beijing: 
  

	 	1.	User requirements files for this system 

  

	 	2.	General design files of this system 

  

	 	3.	List of core technologies used in this system 

  

	 	4.	Detailed manual for core technologies of this system 

  

	 	5.	Descriptions of core algorithms of this system 

  

	 	6.	Detailed designs files for all parts of this system 

  

	 	7.	Source codes for the programs of core algorithms of this system 

  

	 	8.	Source codes of the sub-programs of all functions of this system 

  

	 	9.	Electronic version of user’s instructions of this system 

  

	 	10.	Common troubles of this system and programs for eliminating them 

  

	 	11.	Other technical documents deemed by both parties as necessary 

 For
clauses marked with “T”, please fill in as per the requirements of the instructions. 
 III. R&D Plan 
 From July 15th 2005, when this Contract is executed, to December 31st 2005, Party A shall complete the delivery of the overall system design, core technologies, source codes, core algorithms and
relevant technical materials. 
  

 4 

 English Translation 
  

 IV. Criteria and Method for Acceptance 
 After Party A has used and trial operated this technology for 1 month and all the technical indexes listed in Article I herein have been achieved, acceptance inspection shall be conducted as per the criteria jointly
formulated by both parties by means of an acceptance verification meeting. The technical project acceptance certificate shall be issued by Party A. 
 V.
Price and Payment Method 
  

	 	(I)	Total price (in words): Renminbi One Million and Eight Hundred Thousand Yuan ONLY 

 Including the price of the technology transaction (in words): Renminbi One Million and Eight Hundred Thousand Yuan ONLY 
  

	 	(II)	Method for payment: The price will be paid in installments as described below 

 The initial installment, Renminbi one million Yuan ONLY, shall be paid by Party A to Party B by
August 31st 2005 after this Contract is signed and takes effect. 
 The 2nd installment, Renminbi Four hundred thousand Yuan ONLY, shall be paid by Party A to Party B on November 30th 2005. 
 The balance, Renminbi Four hundred thousand Yuan ONLY, shall be paid by Party A to
Party B within two months after Party A has completed testing and acceptance of the technical results delivered by Party B. 
  

													
	 ƒ       
	 	Take commission at a rate of	 	                     % of the profit for the period from
             to	  		  		  	
						
	 „       
	 	Take commission at a rate of	 	                     % of the profit for the period from
             to	  		  		  	
							
	 ...    
	 	Other means:	 		    		  		  		  	

 VI. Calculation of Liquidated Damages or Compensation 
 When this Contract is breached, the breaching party shall bear the liabilities in accordance with relevant provisions of the Contract Law of the People’s Republic of
China. 
 (I) If Party B breaches any provision of Article II herein, Party B shall bear the following liability: 
 Party B shall pay to Party A an amount of Renminbi ten thousand only (RMB10,000) as the liquidated damages for each of the delayed days. 
 (II) If Party A breaches any provision of Article VI herein, Party A shall bear the following liability: 
 Party A shall pay to Party B an amount of Renminbi ten thousand only (RMB10,000) as the liquidated damages for each of the delayed days. 
  

 5 

 English Translation 
  

 VII. Contents of Technical Directions (Incl. Place, Method and Expenses) 
 Party B shall be responsible for training 10 ordinary technicians of Party A. The training shall enable the people of Party A to install, use, debug and trouble shoot the
system in an experienced manner. The training time shall not be less than 10 working days. The training shall be held in Beijing. Party B shall be responsible for paying for the foods and accommodation for the people of Party A when they stay in
Beijing. 
 Party B shall be responsible for training two core technicians of Party A. The training shall enable the people of Party A to grasp the overall
design, core algorithms and core technologies of the system in an experienced manner and to understand the core program codes. The training time shall not be less than 10 working days. The training shall be held in Beijing. Party B shall be
responsible for paying for the foods and accommodation for the people of Party A when they stay in Beijing. 
 VIII. Ownership of Technical Results

 After Party A pays the development price, the whole copyright of the technology development project as agreed herein belongs to Party A. It is hereby
guaranteed by Party B that the trusted development project does not infringe on any third party’s intellectual property rights, including the patented rights, copyrights, etc. 
 X. Means for Settlement of Disputes 
 Any dispute arising during performing this Contract shall be settled through
reconciliation or mediation between both parties. In case reconciliation or mediation fails to solve it, it may be solved through arbitration or any judicial procedure. 
 (I) It is agreed by both parties to submit the dispute to Beijing Haidian District Arbitration Commission for arbitration; 
 (II) It is agreed by both parties to submit it to the people’s court at the domicile of the plaintiff. 
 XI.
Interpretation of Terms and Terminologies 
 XII. Others 
  

 6 

 English Translation 
  

  

											
	 Transferee (Party A)
	  	Name	    	Beijing Perfect World Network Technology Co., Ltd.	    	Technology Contract Seal Or Corporate Seal [Seal: Beijing Perfect World Network Technology Co., Ltd.]
		  	  
 Legal Rep
	    	  
 Chi Yufeng
	    
		  	  
 Authorized Agent
	    	  
 (Signature and Seal)    /s/ Chi
Yufeng                
	    
		  	  
 Contact
 (Handler)
	    	  
 Zeng Yingxue
	    
		  	  
 Domicile
 (Mail Add)
	    	  
 Tsinghua University Post
 Office, Beijing,
 P.O. Box 84-145
	 	  
 Zip Code
	    	  
 100085
	    
		  	  
 Tel
	    	  
 58858205
	 	  
 Fax
	    	  
 58858218
	    
		  	  
 Opening Bank
	    	  
 China Construction Bank, Shangdi Branch
	    
		  	  
 A/C NO.
	    	  
 11001045300053001380
	    
				
	 Transferor (Party B)
	  	Name	    	E-Pie Entertainment and Technology Co., Ltd.	    	 Technology Contract Seal Or Corporate Seal [Seal: E-Pie Entertainment and Technology Co., Ltd.]

		  	  
 Legal Rep
	    	  
 Wang Tongyan
	    
		  	  
 Authorized Agent
	    	  
 (Signature and Seal)     /s/ Wang Tongyan                
	    
		  	  
 Contact
 (Handler)
	    	  
 Niu Yuekun
	    
		  	  
 Domicile
 (Mail Add)
	    	  
 A-702-17,
 Yingchuangdongli Building, No.1 of Shangdi (E) Road, Haidian District, Beijing
	 	Zip Code	    	100085	    
		  	  
 Tel
	    	  
 58858263
	 	  
 Fax
	    	  
 58858263
	    
		  	  
 Opening Bank
	    	  
 China Construction Bank, Tsinghua Park Branch
	    
		  	  
 A/C NO.
	    	  
 6510005092610032127
	 		    		    

  

 7

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