Finding My Event
Target-Art is an interactive platform that recommends cultural events according to the expectations of each person. The essence of our project is to centralize, reorganize and disseminate cultural information in a personalized way. The goal is to engage the users to comment, interact and share their knowledge in any given field.
Innovation is at several levels: First of all the platform offers events that correspond to the individual, notaccording to what we can learn from him/her using the big data, but thanks to the wishes of the person. Therefore we do not enter into the private life like google or facebook does. Data collection is done in real time; when a person seeks an event, he selects disciplines that he likes or that she would like to discover, the time and the right place. Thereafter we propose the content based on his/her predefined interests. Thanks to icons, users can assign visual ratings to events, people or places to refine future research. The idea is to diffuse one’s experience about an event that can be quantified by a computer and understood or interpreted by others users, without necessarily leaving a comment or a "like" / "dislike". The development of this more elaborate and efficient rating is currently under development process. Secondly, innovation is also in interactivity, sharing, and collecting. Target-art not only recommends events, but allows to make enquires and get in touch with people who are interested in the same trends. The principle of Target-art, is the social aspect of the web transposed to the arts, culture and knowledge. A person that doesn’t have sufficient knowledge can, through the Platform, get in touch with more experienced people or be in a better position to open new horizons, new cultures and initiate themselves in new types of thoughts.
Algorithm: The algorithm is the most valuable tool for this project. It takes into account the following parameters: Criteria on time: events are selected based on time factor. Criteria on place: events are selected based on location and accessibility. Marking: a rating system advocating the events rich culturally and having limited visibility. Events are recommended depending on the assignment of tags to pastevents. Psychological types are linked to simplify the recommendation; people sharing the same affinities have access to the same content. The databases are structured in order to refine the search after each interaction made possible thanks to gamification. Cloud: All information is stored in the cloud to access data anywhere, anytime and from any device. However, it is possible to save the event in the internal memory to access the content without being connected to the Internet. Development: The website has "responsive" technology for easy reading on all mobile devices. An application is dedicated to smartphones and tablets to increase the user experience. Our first step is to develop Android and iOS platforms. API: Through API's system, we will collect data from cultural websites to avoid having to re-encode the data manually. Thanks to a junction with the facebook application, we will transcribe all the events of our platform on these social networks automatically to assist the work of organizers of events and allow them greater visibility through the new media.
We can divide our target into two major groups: Target-art needs to have interesting content for our cultural consumers, therefore event organizers are the key stone of our concept; without them no content, without content, no users. We will target all cultural organizers who are able to reach our target group. We define target group as follows: Our core target is between 16 and 35 years old, male or female, living in an urban environment and belonging to all walks of life. They appreciate culture, are adopters of new technologies, are active on social networks, have a need for gratification and want to discover new horizons through culture. And they are also willing to share their knowledge and to meet others. However, the ultimate goal of Target-art is to reach other audiences most of the time less concerned with culture. The least-favoured social having less information related to culture can go on our platform to learn, exchange, make enquiries and participate in the proposed activities. These can be defined in several ways: with no job, often limited to a high school diploma and lacking qualifications. The other targets are people who do not have any particularly appeal to culture but, through targeted, attractive and fun communication, could get a taste and enter in a virtuous circle. Positive externalities in terms of promotion and social cohesion are major. It is also an invitation to people who have never been in contact with the cultural diversity to access it.
We will develop Target-art in two phases : The first stage is the launching of a web-magazine that will allow actors of the culture world to talk about themselves and distribute content for young people in particular. This website has the responsive technology to be accessible on all mobile devices. The content will be created in part by our team: videos, photos, podcasts and editorial. The site will be promoted on social networks. To increase the quality of our content, we allow users to leave comments and give their opinions. We have a basic system of gamification to increase user engagement. The second stage is devoted to the development of the algorithm, the interactive platform and mobile applications. In the same time we will launch the promotion campaign with contests, newsletter, SEO, public relations and partnerships with media groups. We will establish Target-art in large cities in 27 countries members of the EU and Croatia. We place ourselves at the center of the three main actors of culture: cultural consumers, cultural actors and communication culture in the media. We want to bring new information on culture, and provide easy dissemination of cultural actors and quality content, free and available to traditional media. Once the final platform is implemented, we will operate as a communication consultant through social networks related to the cultural field.
Our research shows that there is a demand for this type of tool. The cultural field is not present on social networks and the youth are asking for this information. We believe that the provision of multimedia content can facilitate access to cultural diversity and the visibility of its actors. Competitive advantages that increase user experience: Interaction & Gamification App. Particular Marking System to recommend the events. The passage from a virtual community to a real community. Sources of income: - Content creation - Ticketing - Consultancy - Sponsors - Targeted advertising To sum up: Our virtual platform will be directly related to the real world because it only recommends activities happening in selected areas. By using criteria followed by the user, such as categories, individuals or organizations, and also events enjoyed by the spectator, we hope to refine the search each time on the platform. Culture covers a vast area of choices not always in accordance with the tastes nor the trends of consumers; given the large number of cultural events and the abundance of irrelevant information related to the subject. Users can share their experiences in any given field, ultimately, to encourage and facilitate this meeting-point. In addition, we expect to recommend a priority event series with high added value in terms of cultural diversity. These will be presented on the platform randomly.