Tidvis
Tidvis is a Norwegian non-profit company developing interactive history experiences—3D visualizations, VR/AR installations, educational games, and transcribed historical databases—for museums, schools, nursing homes, government agencies, and cultural institutions primarily in Norway.
- Company typePrivate
- Founded2017
- HeadquartersOslo, Norway
- Headcount1–10
- GTM typeB2B and B2C
- OfferingSoftware
What Tidvis does
Tidvis AS is a Norwegian non-profit company (ideelt selskap) founded in 2017 and headquartered at Rådhusgata 7, Oslo. The company specializes in interactive research communication focused on history, combining historical scholarship with digital production capabilities including 3D visualization, game design, VR/AR experiences, photogrammetry, animations, and database development. Its 6-person multidisciplinary team of historians, 3D graphic artists, game designers, illustrators, and project coordinators delivers projects to museums, schools, nursing homes, government agencies, and cultural institutions primarily in Norway, with select international projects in Poland and Costa Rica. Tidvis was awarded the Hjernekraftprisen (Brain Power Award) in 2014 by Forskerforbundet for the Historiske toll- og skipsanløpslister project.
The product portfolio spans three pillars: (1) immersive 3D/VR visualizations of historical environments, including the proprietary Tidsmaskin three-wall VR cave, the Fortellervegg interactive storytelling wall, and detailed reconstructions of Stavanger Cathedral, Veøya, Kuli og Edøy, medieval Borgund, Oslo (1324/1680/1798), Lidzbark Warmiński, and the Digitale Tautra monastery; (2) educational and historical games such as Brageskålen (Viking-era adventure on Veøya), Borgund strategy game and visual novel, Edvard Sills' eventyr (18th-century Christiania), A Day in the Palace, and Historical Fashion Dress Up; and (3) transcribed historical research databases covering 18th-century customs lists, ship arrivals, prices, wages, copper exports, fire insurance assessments, and 13th-17th century fiscal records. Distribution occurs through App Store, Google Play, Steam, Sketchfab, Kuula, Norwegian book retailers (ARK.no, Norli.no), and physical installations including a Fortellervegg lending program for care homes.
Revenue is generated through commissioned projects from museums, schools, and government agencies; institutional grants from Norwegian foundations and research councils (Sparebankstiftelsen, Eckbos legater, Proforsk, Forskningsrådet, Regionalt forskningsfond Viken); consumer game sales via app stores; book sales (e.g., På borgerskapets bord at 299 NOK); and equipment-lending fees. The company operates a hybrid GTM combining product-led growth (direct-to-consumer apps, games, and free experiences) with project-based enterprise sales to public and cultural institutions. CEO Ragnhild Hutchison, a historian with a doctorate from the European University Institute in Florence, leads the organization, supported by co-historian Amund Pedersen and technical staff.
Tidvis firmographics
Firmographics- Name
- Tidvis
- Legal name
- Tidvis AS
- Website
- https://tidvis.no
- Company type
- Private
- Founded year
- 2017
- Operating status
- Operating
- Headcount range
- 1–10 employees
- Short description
- Tidvis is a Norwegian non-profit company developing interactive history experiences—3D visualizations, VR/AR installations, educational games, and transcribed historical databases—for museums, schools, nursing homes, government agencies, and cultural institutions primarily in Norway.
- Ownership category
- akta.pro rank
Tidvis industry classification
Industry- Product category
- Interactive Historical Education Technology
- NAICS
- Historical Sites (71212), Museums, Historical Sites, and Similar Institutions (712), Museums (71211)
- SIC
- Services-Miscellaneous Amusement & Recreation (7990)
- akta.pro primary industry
- Archaeological Sites & Heritage Interpretation Centers (THAJADAG)
- akta.pro secondary industry
- Historic Sites, Heritage Landmarks & Archaeological Sites (THAJACAC)
Keywords
Where Tidvis is headquartered
LocationHeadquarters
- HQ city
- Oslo
- HQ country
- Norway
- HQ region
- Europe
Offices1 record
Markets served
Tidvis business model
Business model- GTM type
- B2B and B2C
- Offering type
- Software
- Cost components
- Personnel, Technology or R&D, Operations, Marketing or Sales
Revenue model
- Commissioned Projects: Tidvis receives commissions from museums, schools, government agencies, and cultural institutions to develop 3D visualizations, educational games, and digital experiences based on historical research.
- Book Sales: Sale of published books such as 'På borgerskapets bord' (At the Bourgeoisie's Table) about food, culture and recipes from 1790-1830.
- Game Sales and Downloads: Games distributed through app stores (iOS, Android) and Steam platform, including Brageskålen, Borgund strategy game, and A Day in the Palace.
- Institutional Funding: Support from Sparebankstiftelsen, Eckbos legater, Proforsk, Forskningsrådet, and Regionalt forskningsfond Viken for specific projects.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| One time/ perpetual license | Pay-as-you-go | På borgerskapets bord book |
Go-to-market motion1 record
Distribution channels4 records
Marketing channels4 records
Tidvis product offering
Product offeringCore offering
Tidvis develops interactive history communication products, including research-grounded 3D visualizations of historical environments, VR cave installations, AR-based history trails, educational games and visual novels, transcribed historical source databases, and physical/digital exhibitions. Offerings are delivered both as commissioned projects for museums, schools, government agencies, and care providers, and as self-serve apps, games, and books distributed through app stores and Norwegian retailers.
Product overview
Tidvis is a Norwegian non-profit company (ideelt selskap) that develops interactive history communication experiences combining digital and physical formats. Its product portfolio centers on three core pillars: (1) immersive 3D/VR visualizations of historical environments (Tidsmaskin VR cave, Stavanger domkirke, Veøya, Kuli og Edøy, Oslo 1324/1680/1798, Digitale Tautra, Margaretakyrkja, Lidzbark Warmiński); (2) educational and historical games (Brageskålen, Edvard Sills' eventyr, Borgund strategispill, Borgund visuell novelle, A Day in the Palace, Historical Fashion Dress Up, Skjebnevalg, NDLA Digital Escape Room, Foodlessons, Digital papirdukke gjennom historien); and (3) historical research databases (Historiske databaser including varelister, skipsanløpslister, copper export, prices, wages, fire insurance, lensregnskap with ML-assisted transcription). Supporting products include the Fortellervegg physical/app experience for care homes, Tidsløype AR app, Biblioteksutstillinger traveling library exhibitions, Det sanselige 1700-tallet traveling sensory exhibition, St. Hallvard exhibition, Kong Rama V 1907 experience, Tollutstilling, Historic Crafts VR, and published books (På borgerskapets bord). Projects serve museums, schools, care homes, and the general public, with distribution through Steam, App Store, Google Play, Sketchfab, and Kuula.
Differentiator
Problem solved
Functional benefit
Brands
- Fortellervegg: Interactive storytelling wall for nursing homes and day centers, featuring cultural experiences, films from the 1950s-70s, and opera/dance performances to stimulate memory for dementia patients.
- Tidsmaskin
Products and services
- Tidsmaskin (Time Machine VR Cave) Mobile VR cave consisting of three 3.5m x 2m walls on which historical 3D environments are projected using three projectors. Groups of 3-10 people experience immersive historical visualizations together using wireless game controllers. Deployed at venues including Rådhusgata 7, Oslo Ladegård, Oslo Museum, and Østbanehallen. Targeted at museums, cultural institutions, schools, and care facilities.
- Oslokrøniken Large-scale interactive installation displaying multiple digital historical worlds of Oslo across eras (oslo1324.no, oslo1680.no, oslohavn1798.no). The physical installation consists of a 3m x 2m canvas with two side walls, a projector, and a touchscreen that visitors use to control navigation and character interactions. Designed for museums, schools, and care homes.
- Stavanger domkirke 3D-visualisering 3D visualization of Stavanger Cathedral as it may have appeared in the 14th century, created as part of the 'Byen og Katedralen' project with Nuten Film and Fakkelfilm. Available as an explorable 3D experience. Targeted at cultural heritage audiences and educational use.
- Brageskålen Adventure game set on Veøya during the Viking Age, where players take on the role of a skald's apprentice solving a mystery about a curse and an impending Jomsvikings attack. Features branching narrative choices, Norse poetry (kvad), and historical characters. Developed with Møre og Romsdal fylkeskommune as part of the 'Ein bit av historia' project. Available on App Store, Google Play, and Steam. For general consumers and schools.
- Borgund - strategispill Strategy game set in the medieval town of Borgund (outside present-day Ålesund), where players manage a family lineage balancing resources (workers, forests, fishing, agriculture) while facing trade, famine, fire, and Viking raiders. Inspired by Sid Meier's Colonization, Civilization, and The Settlers. Available on App Store and Google Play. For general consumers and schools.
- Borgund - visuell novelle Visual novel (blending game, comic, and text) set in medieval Borgund, where player choices shape the fate of their family lineage and the town. Provides insight into trade and economic development processes in the Middle Ages. Designed to meet accessibility requirements for keyboard navigation, text size, contrast, and screen reader support. For schools and general consumers.
- Edvard Sills' eventyr Free interactive experience combining a digital booklet with browser-based mini-games and a historical city walk through Oslo's Kvadraturen district. Players follow 11-year-old Edvard Sills, who arrived in Christiania (Oslo) from St. Croix in 1792. Mini-games include navigating 18th-century streets, shopping at the fish market, language challenges, and smuggling scenarios. Includes educational content on Norwegian colonial history, slavery, and 18th-century daily life. For schools and general consumers.
- A Day in the Palace Historical visual novel set in Lidzbark Warmiński, Poland in 1772, where players control siblings Peter and Marysia navigating palace servitude and solving a mystery about a missing silver spoon. Includes interactive mini-games (polishing pewter, lighting a fire with flint and steel, making 18th-century hot chocolate). Two modes: a longer story mode and a shorter mini-game-focused mode for younger players. Part of the 'Silent Majority' project with Museum of Warmia and Masuria. For schools, museums, and general consumers.
- Fortellervegg (Storytelling Wall) Mobile storytelling wall (3m x 2m) and companion app for care homes (sykehjem) and day centers, providing weekly cultural experiences including films from the 1950s-70s and performances from Den Norske Opera og Ballett and Oslo Philharmonic. Content and UI are specifically adapted for people with dementia. Available as a physical installation for lending (2-3 week loans) and as a mobile/tablet app on App Store and Google Play. Targeted at nursing homes and care facilities.
- Tidsløype Free app featuring interactive AR (augmented reality) experiences and history trails in Oslo. Users search for physical 'markers' in the real world and play digital games including 'Elefantapoteket' where they role-play as a 17th-century pharmacist. Downloadable PDF markers allow users to set up the experience at home, in classrooms, or outdoors. For general consumers, schools, and tourists.
- Biblioteksutstillinger (Library Exhibitions) Physical and digital exhibition experiences designed for libraries, combining physical exhibit materials with iPads for exploring 3D visualizations and 3D-printed artifacts. Includes exhibitions such as 'Veøya' (Viking-era trading town), 'Edøy og Kuli' (Iron Age/Viking Age burial mounds and ship ferries), and 'Kvinnelige entreprenører' (female entrepreneurs of 1820s Oslo). Free, portable, and combinable with books and other library activities. Targeted at libraries and schools.
- Det sanselige 1700-tallet (The Sensory 18th Century) Traveling exhibition presenting 18th-century Norway through the five senses (sight, sound, taste, smell, touch), contextualized within early globalization, maritime trade, and regional characteristics. Includes downloadable A0-format posters, downloadable maps and game pieces, catalogs, educational materials for secondary school and high school, and videos. Freely available for museums, schools, libraries, and the public. Supported by Sparebankstiftelsen, Eckbos legater, and Forskningsrådet.
- Historic Crafts VR VR experience series exploring historical crafts and skills. The first installment, 'The Flintlock Duel,' teaches players how to load and shoot an 18th-century m1772 flintlock pistol through a detailed tutorial before a ritualized duel. Uses photogrammetry-documented 3D models and aims for mechanical accuracy in weapon interactions. Available for Oculus Quest (via App Lab) and Oculus Rift. For general consumers, museums, and educational use. Funded by Regionalt forskningsfond Viken.
- Historiske databaser (Historical Databases) Suite of searchable online databases containing transcribed historical sources: customs/vessel arrival lists (varelister, skipsanløpslister) spanning selected years of the 18th century; copper export data from Trondheim 1751-1793; historical price databases; wage databases for Norwegian mining and daily workers 1696-1836; fire insurance assessments (branntakster) for Norwegian towns; and lensregnskapene (13th-17th century fiscal records) transcribed with Transkribus ML. Materials are used in research, education, and public outreach, and form the data backbone for interactive projects like Oslo havn 1798. For researchers, educators, and the public.
- På borgerskapets bord (At the Bourgeoisie's Table) Cookbook and cultural history book (299 NOK) based on three handwritten recipe collections from women in Trondheim, Stavanger, and Fredrikstad from the late 18th-early 19th century. Combines historical recipes (original and modernized) with cultural history analysis of food, social structures, economy, and women's roles in Norwegian bourgeois households. Written by Ragnhild Hutchison. Available for purchase through ARK.no and Norli.no. For general consumers.
- Digitale Tautra 3D visualization of the Mariaklosteret (Cistercian monastery) on Tautra as it may have appeared in the early 13th century, based on surviving archaeological finds and comparative analysis with other monasteries. Available as an interactive digital experience. Developed in partnership with Fortidsminneforeningen. For cultural heritage audiences, schools, and the public.
- Oslo 1324 Interactive 3D visualization of Oslo in 1324, based on updated scholarly knowledge of architecture and building practices of the period. Pilot project for a broader digital medieval Oslo experience, developed in collaboration with NIKU and Oslo Ladegård. For cultural heritage audiences, schools, and the public.
- Oslo 1680 Interactive 3D visualization of Oslo as it appeared in 1680. Part of the broader Oslo historical visualization series. For cultural heritage audiences, schools, and the public.
- Oslo havn 1798 Interactive digital experience and database providing a sensory impression of Oslo's and Norway's history at the end of the 18th century. The visual and auditory environment is a digital world built on research by historians, cultural historians, and archaeologists. Forms part of the Tidsmaskin (Time Machine) experience and underpins the Historiske databaser work. For cultural heritage audiences, schools, and the public.
- Foodlessons Interactive educational platform featuring historical chefs from different eras - Baker Arnald (medieval Oslo), Jomfru Truchs (1830s-50s Christiania), Adolf Lindstrøm (polar explorer and cook), Gino Valente (1970s Oslo), and Hanne Rutgerson (contemporary) - each with playable mini-games and historical content about food, ingredients, and kitchen practices. Developed with Kulturhistorisk museum. For schools and general consumers.
- St. Hallvard fra Huseby Exhibition and interactive digital game at Huseby in Lier municipality, introducing the legend and sources of Oslo's patron saint St. Hallvard. Features illustrated posters, an interactive digital game 'Skjebnevalg' (a visual novel about the fate of a woman in 1043), floor games with role-play, and a physical installation inside a burial mound accessible via QR code. For schools, museums, and the public.
- Digital papirdukke gjennom historien (Digital Paper Doll Through History) Free digital dress-up game where users create their own paper doll and design historically accurate outfits based on garments from museum collections and period art. Users can place completed dolls in historical artwork or print and color them. Covers time periods including 1680, 1780, and 1820. Made possible with support from Sparebankstiftelsen DNB. For general consumers and schools.
- Kong Rama V i Norge 1907 (King Chulalongkorn in Norway 1907) Interactive web experience documenting King Chulalongkorn of Thailand's 28-day visit to Norway in 1907, based on the King's own letters to his daughter and photographs. Users can explore the journey from Nordkapp to Flekkefjord through interactive maps and historical notes. Developed in collaboration with the Royal Thai Embassy in Oslo. Available in Norwegian and English. For general consumers, schools, and cultural heritage audiences.
- Fra fjærpenn til maskinlæring (From Quill to Machine Learning) Project that trained the Transkribus machine learning program to transcribe 16th-17th century Norwegian fiscal records (lensregnskapene), toll, and vessel arrival lists from approximately 1560-1631. The resulting searchable PDFs are available as downloadable files with an approximately 5.7% error rate. Part of the Historiske databaser infrastructure. For researchers, educators, and the public.
- Silent Majority-prosjektet Collaborative project between Tidvis AS and Museum of Warmia and Masuria in Olsztyn, dedicated to presenting the service history of the Bishop's Castle in Lidzbark Warmiński, Poland. Includes interactive games, detailed 3D reconstructions, multimedia exhibitions, educational workshops, guided tours, and digital archives. Features content in multiple languages and accessibility options. For museums, schools, and the public.
- Veøya 3D-visualisering Interactive 3D visualization of Veøya (a medieval trading town near Molde) as it may have appeared in the late 10th-early 11th century. Part of the 'Ein bit av historia' R&D project. Explorable via browser or downloadable as a data game. Available as a 360° tour on Kuula and as a physical library exhibition combined with an iPad-based 3D model explorer and 3D-printed building models. For cultural heritage audiences, schools, and the public.
- Kuli og Edøy 3D-visualisering Interactive 3D visualization of Kuli and Edøy on North Møre during the younger Iron Age (approximately 500-1050 CE), featuring settlements, burial mounds, the Edøy-ship, Edøy star, Kulisteinen (Norse runic stone), and longhouses. Includes a 360° tour and downloadable 3D experience. Part of the 'Ein bit av historia' project. For cultural heritage audiences, schools, and the public.
- Margaretakyrkja 3D-visualisering 3D visualization of the Catholic Margaretakyrkja (built on 12th-century Borgund as a Romanesque nave church), based on archaeological findings and prior research. Part of the 'Ein bit av historia' project. Includes a 360° tour. For cultural heritage audiences, schools, and the public.
- Tollutstilling (Customs Exhibition) Exhibition created for the Norwegian Customs and Excise Authority (Tolletaten) and the Ministry of Finance, covering customs in both historical and modern contexts. Features artifacts including contraband hidden in a log, throwing stars, and a crocodile head. For government agency audiences and the public.
- Emigrating to America Interactive museum/school/game experience about historical emigration, developed as part of the Tidsmaskin project. For museums, schools, and general consumers.
- Historical Fashion Dress Up Web-based historical dress-up game combining museum collection garments with period art for interactive costume design. For general consumers, schools, and museums.
- Miniutstilling (Mini Exhibition) Portable, combinable mini exhibitions designed for care homes and day centers as part of the Biblioteksutstillinger program. Targeted at nursing homes and day centers.
Quantifiable outcome
- Fortellervegg available for lending to nursing homes and day centers for 2-3 weeks
- +1 more outcomes
Companies that use Tidvis
Customer profileNamed customers5 records
Segments4 records
Ideal customer profiles4 records
Tidvis technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Integration7 records
Feature6 records
Tidvis partnerships and signals
Strategic signalPartnerships
Nine partnerships are on record, tiered minor and core.
- Nuten Film and FakkelfilmminorCollaboration with Nuten Film and Fakkelfilm for the 'Byen og Katedralen' project creating 3D visualization of Stavanger Cathedral as it may have appeared in the 14th century.
- Museum of Warmia and Masuria in OlsztyncoreJoint 'Silent Majority' project dedicated to presenting the service history of Biskopens slott castle in Lidzbark Warmiński, Poland. Includes interactive games, 3D reconstructions, multimedia exhibitions, educational workshops, and guided tours.
- Møre og Romsdal fylkeskommunecoreInitiator and partner for the 'Ein bit av historia' R&D project creating digital visualizations of Veøya, Kuli and Edøy, and Borgund in medieval times.
- NTNU VitenskapsmuseetcoreAcademic partner in 'Ein bit av historia' project providing research expertise on Viking Age and medieval history.
- NIKU (Norsk institutt for kulturminneforskning)coreCultural heritage research partner contributing to 'Ein bit av historia' and Oslo 1324 projects.
- FortidsminneforeningenminorPartner for Digitale Tautra project creating visualization of Mariaklosteret on Tautra.
- NDLA (Nasjonal digital læringsarena)minorNational digital learning arena providing educational platform for historical content developed by Tidvis.
- Royal Thai Embassy in OslominorCollaboration on 'Kong Chulalongkorn in Norway 1907' project documenting King Chulalongkorn of Thailand's visit to Norway.
- Kulturhistorisk museumminorPartner providing historical expertise for Foodlessons project featuring historical chefs.
Scale indicators3 records
Recent moves6 records
Expansion highlights5 records
Tidvis competitors and assessment
Company assessmentEmerging players
- History Hit: Subscription-based history media company producing podcasts, documentaries, and digital content; comparable to Tidvis in combining scholarly history with engaging consumer-facing formats, but operating at much larger scale and via subscription rather than grants.
- Meow Wolf: US company building large-scale immersive, narrative-driven interactive art and storytelling installations (e.g., Omega Mart); thematically comparable to Tidvis's Tidsmaskin VR cave and Fortellervegg as adjacent business models for monetizing immersive storytelling experiences to paying audiences.
Direct peers
- Inkle Studios: Independent studio known for narrative-driven interactive fiction and historical games (e.g., 80 Days); comparable to Tidvis's branching visual-novel style products such as Borgund visuell novelle, Edvard Sills' eventyr, and A Day in the Palace.
- Serious Games Interactive: Danish studio producing serious/educational games and interactive simulations, including historical scenarios; structurally close to Tidvis's commissioned educational-game pipeline that combines learning outcomes with entertainment value.
- CyArk: US-based nonprofit that creates 3D digital preservation archives of cultural heritage sites globally using photogrammetry and VR, directly comparable to Tidvis's 3D historical visualization work for museums and heritage institutions.
Others
- Sketchfab (Epic Games): 3D model hosting and publishing platform where Tidvis already distributes photogrammetry models of historical ships and artifacts under CC-BY-SA; a key infrastructure peer in the 3D-heritage ecosystem.
- Unity Technologies: Provider of the Unity engine widely used to build real-time 3D, VR, and AR experiences including cultural heritage and museum installations; relevant to Tidvis as both an enabling platform and a benchmark for monetization models in interactive 3D.
- NDLA (Nasjonal digital l\u00e6ringsarena): Norwegian national digital learning platform that already publishes Tidvis-built history content and escape rooms; comparable as a public-sector channel for scaling Tidvis's educational products into Norwegian schools.
Broad incumbents
- Dassault Syst\u00e8mes (3DEXPERIENCE / \u201cReal Heritage\u201d): Large enterprise software company whose 3D design and simulation platform is used by institutions to create 3D heritage reconstructions and virtual museum experiences; a broad incumbent in the same digital-heritage visualization space as Tidvis's Tidsmaskin and Stavanger domkirke projects.
- Google Arts & Culture: Google's large-scale platform partnering with museums worldwide to digitize collections, produce VR tours, and deliver interactive educational content — operates in the same digital-cultural-heritage space as Tidvis but at vastly greater scale and with broader coverage.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat4 records
Key risks6 records
Key highlights7 records
Customer concentration
Tidvis social profiles
Digital presenceTidvis financial estimates
Financial estimateRevenue estimate
Valuation estimate
Tidvis leadership team
Management profileNumber of profiles
Profiles6 records
Tidvis funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Tidvis M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Tidvis
What does Tidvis do?
Tidvis develops interactive history communication products, including research-grounded 3D visualizations of historical environments, VR cave installations, AR-based history trails, educational games and visual novels, transcribed historical source databases, and physical/digital exhibitions. Offerings are delivered both as commissioned projects for museums, schools, government agencies, and care providers, and as self-serve apps, games, and books distributed through app stores and Norwegian retailers.
Is Tidvis a public or private company?
Tidvis is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was Tidvis founded?
Tidvis was founded in 2017. It employs 1 to 10 people.
Where is Tidvis based?
Tidvis is headquartered in Oslo, Norway, in the Europe region.
How does Tidvis make money?
Four revenue lines are on record. Commissioned Projects are the primary driver. The others are book Sales, game Sales and Downloads and institutional Funding.
Who are Tidvis's main competitors?
Emerging players on record are History Hit and Meow Wolf. Direct peers are Inkle Studios, Serious Games Interactive and CyArk. Others are Sketchfab (Epic Games), Unity Technologies and NDLA (Nasjonal digital l\u00e6ringsarena). Broad incumbents are Dassault Syst\u00e8mes (3DEXPERIENCE / \u201cReal Heritage\u201d) and Google Arts & Culture.
Does Tidvis have an API?
No public API is recorded for Tidvis.
What industry is Tidvis in?
Tidvis's product category is Interactive Historical Education Technology. Its primary akta.pro industry code is THAJADAG, Archaeological Sites & Heritage Interpretation Centers, with a secondary code of THAJACAC, Historic Sites, Heritage Landmarks & Archaeological Sites. Its NAICS code is 71212 and its SIC code is 7990.