The 3 Ring Circus of TV
Production
Remote collaboration & use of cloud
technologies
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
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
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
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
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
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
COLLABORATION EXAMPLE
https://business.facebook.com/Pac12Conference/videos/10153516907446801/
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
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)
“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

IP for Sports broadcast

  • 1.
    The 3 RingCircus of TV Production Remote collaboration & use of cloud technologies
  • 2.
    Who is thePac-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: Approximately75 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 RingCircus 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) Connectivityas 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” FieldProductions 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 inthe 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
  • 8.
  • 9.
    Distribution (aka MasterControl) 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 Adoptionrate 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 letfriends build data centers” Infor CEO Charles Phillips AWS 2014 San Francisco Summit Take away MICHAEL HARABIN PAC-12 NETWORKS mharabin@pac-12.org

Editor's Notes

  • #5 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
  • #6 Watch out! Network engineering talent is a requirement.
  • #7 Watch out! Network engineering talent is a requirement. Real time melts Development of the Cloud and the hinge
  • #8 Audio mixes are 5.1
  • #10 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?