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IP for Sports broadcast


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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

Published in: Technology
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IP for Sports broadcast

  1. 1. The 3 Ring Circus of TV Production Remote collaboration & use of cloud technologies
  2. 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
  3. 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. 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. 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. 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. 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. 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. 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. 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