Using IP technologies to replace traditional video transmission for remote event production has opened up a world of possibilities for increased production values and richer content exchange. This tech can bring improvements to productions, large and small.
Speaker : Michael Harabin, V.P., Technology, Engineering & Media Management, Pac-12 Networks
Exploring the Future Potential of AI-Enabled Smartphone Processors
IP for Sports broadcast
1. The 3 Ring Circus of TV
Production
Remote collaboration & use of cloud
technologies
2. Who is the Pac-12?
TWO ENTITIES
The CONFERENCE
One of the 5 “Power” College Conferences
12 Universities in 6 Western states
More NCAA titles than any other conference, closing in on 500
100 Years Old
Content licensed to Fox and ESPN
The NETWORKS
Launched August, 2012, located in San Francisco
Independent Media Company operating 6 regional and 1 national sports networks and
digital properties (TVE)
Affiliates include Comcast, Spectrum, Dish Network, SlingTV
Produce 850 live events for linear distribution, between August and May
https://vimeo.com/206512500/312a1676d4
3. Context
Challenges
At Launch: Approximately 75 of the 850 broadcast events garner “big” audiences
• The remainder (~775) need to be produced live and as inexpensively as possible
• Editorial voice and production values need to be maintained across all events
Now: Increasing demands for unique content for OTT and digital distribution
• Production of additional full events (Twitter), behind the scenes (Facebook Live),
bonus coverage (TVE) did not exist at launch, but are now important part of
Production Operations
4. The 3 Ring Circus of Live, Remote TV
Production
Network
Distribution
• Scheduling & Log
• Playlist manipulation
and management
• Asset management
• On-air operations
• On-air GFX
• Reporting & Recon
Field
Production
• Camera
• Switching
• Mixing
• Replays
• GFX
• Communication
• Internet Access
Acquisition
• Signal Transmission
• Multi-path
• Bi-directional
• Low latency
• Lower cost than
video
5. Acquisition (aka Transmission)
Connectivity as the foundation for all things
• Video is out & Data is in
Pros
• Multi-path & Bi-directional – allows for collaboration
• Low latency – improves production quality & values
• Lower price point overall
• Unlimited use – connect upon arrival
• Services and communications
Cons
• Complexity / New vendors in a new space / Staffing skill set
Acquisiti
on
Big, fat, bi-directional
pipes connecting 100+
venues back to the to
Studios
6. Enhancing “Traditional” Field Productions
Enhancements achieved with improved connectivity
• Enhanced Productions
• Operators and artists stay in the Studio & work multiple games
• Easy to add resources advantageously
• Less staff to travel = lower costs
• Hardware is centralized & easier to maintain
• More topical content from Studio to Field
• Packages and profiles can be more timely
• Immediate transfer of highlights from field to Studio
• No waiting for game breaks to send content
• Scenics & other content ingested directly to EVS
• No hard drives or tapes to ship or send
• Improved communications
• 4 digit dialing, faster Internet access
Big, fat, bi-directional
pipes permit collaboration
Field
Productio
n
HTTPS://VIMEO.COM/208153188/CC
7. Field Production in the Studio
Centraliz
ed
Productio
n
Efficiencies achieved with improved connectivity
• Camera leads and audio stems fed directly to Studio
• Majority of crew works from home Studio – Video switching, audio mixing
all GFX, instant replay, even Talent could call the game from the Studio
• TD, Director, Producer & Operators work at Studio & work multiple games
• Easy to add resources advantageously
• Less staff to travel = lower costs
• Hardware is centralized & easier to maintain
• Can deploy more resources advantageously
• Game highlights immediately available
• Exploit content across all platforms (Digital, other games and Studio shows)
• Return path with audio mixes
• Post game interviews quality super high
Further exploitation of
connectivity
9. Distribution (aka Master Control)
Trying to move aggressively towards the Cloud for Linear & Digital
• Virtualized processes – available today
• Transcoding and versioning (Elemental)
• Content acquisition, QC, ingest
• Workflow automation (AWS)
• Content storage (AWS)
The promise of tomorrow, virtualized processes – the “webification” of TV
• Content scheduling (Log), Playlist manipulation and execution, Asset management, On-
air operations, GFX, Secondary events, Real-time reporting and reconciliation (Air-
checks)
Expected Benefits & Attributes
• Ability to “accordion” operations to meet peak needs
• Pay as you go Opex model
Unrealized potential
Distributi
on
10. RISKS & CHALLENGES
Adoption rate
Fears surrounding security
Displacing entrenched tech is never a picnic
Level of captivity with cloud vendor(s)
Staffing skill set shift (internally & with vendors)
11. “Friends don’t let friends build data
centers”
Infor CEO Charles Phillips
AWS 2014 San Francisco Summit
Take away
MICHAEL HARABIN
PAC-12 NETWORKS
mharabin@pac-12.org
Notas del editor
Traditional Production Model
Mobile unit pulls up on site, plugs in power, plugs in telephones, plugs in transmission
It’s proven, it works
It’s limited, it’s expensive
Watch out! Network engineering talent is a requirement.
Watch out! Network engineering talent is a requirement.
Real time melts
Development of the Cloud and the hinge
Audio mixes are 5.1
Watch out! Systems engineering talent is a requirement.
New partners
Need new vocabulary
Vendors’ business models need to change
Ask questions? AWS certification amongst staff?