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Tom Coughlin, Coughlin Associates
www.tomcoughlin.com
Digital Storage in Professional
Media and Entertainment
Technical Challenges and Business
Opportunities
1
About the Presenter
Thomas M. Coughlin, President, Coughlin Associates is a widely respected
storage analyst and consultant. He has over 30 years in the data storage
industry. Dr. Coughlin has many publications and six patents to his credit.
Tom is also the author of Digital Storage in Consumer Electronics: The
Essential Guide, published by Newnes Press. Tom publishes the Digital
Storage Technology Newsletter, the Digital Storage in Media and
Entertainment Report, and other reports.
Tom is active with SMPTE, SNIA, the IEEE, and other professional
organizations. He is VP of Future Directions for the IEEE Consumer Electronics
Society as well as Director Elect for IEEE Region 6. He is serving his third term
as a member of the CE Society BoG and was Vice President of Operations for
three years. Tom is the founder and organizer of the Annual Storage Visions
Conference, a partner to the International Consumer Electronics Show, as well
as the Creative Storage Conference. He is the general chairman of the annual
Flash Memory Summit. nnesota as well as a BS in Physics from the same
school.
© Coughlin Associates, 2015 2
Outline
• Why We Should Care about Digital Storage
• Media and Entertainment Storage Survey
• Digital Storage in Content Capture
• Post-production Digital Storage
• Digital Storage in Content Delivery
• Content Preservation and Archiving
• Breakdown of Storage Capacity and Revenue
for Media and Entertainment Applications
© Coughlin Associates, 2015 3
Example resolution, data rates and storage
capacity requirements for professional media
standards
4
8K Ultra-HD may use more than 100X capacity
of HD!
8K X 4K based upon “Super Hi-Vision” Video Parameters for Next Generation Television, SMPTE Motion
Imaging Journal, May/June 2012, P. 63-68
© Coughlin Associates, 2015
Richer Images = more storage
• Frame rates for movie content
are increasing from the historical
24 frames per second (fsp) to 48
or 60 fps and may eventually be
as high as 300 fps.
• Cameras are now available that
can support 120 fps (even up to
3,000 fps)
• 4K production is commonplace
but 6K and even 8K movie
production starting in
professional video projects.
• Video resolutions of 16K and
even higher are contemplated in
the future.
© Coughlin Associates, 2015 5
New Views
• KDDI and some European
players have performed “free
viewpoint” demonstrations
with content captured using
4-30 4K video cameras
simultaneously.
• Light-field imaging could
allow even more immersive
2D and 3D video (greater
image depth possible) and
would increase required
storage capacity by at least
3X conventional images
• Color gamut increases as well
as better contrast and
extended luminance levels
Lytro
Light-field
Camera
Free View Point Video
© Coughlin Associates, 2015 6
Increase in
Color Gamut,
Dolby Vision
How Long Until Exabyte Video?
• As video resolution and frame rate increase, camera
image complexity increases and stereoscopic projects
multiply, the storage capacity and bandwidth
performance requirements becomes staggering.
• A calculation shows that 16,000 X 8,000 pixel resolution,
24 bits/pixel, 300 fps raw video content could require 115
GB/s data rates and 414 TB/hour. If 4 cameras were used
to create data for a “free viewpoint” presentation the raw
data would be 1.66 PB for an hour of content
• Truly the bandwidth and capacity requirements to work
with future rich media formats are staggering!
• Even HEVC won’t be enough
© Coughlin Associates, 2015 7
Media Content Size Trends
0.01
0.1
1
10
100
1000
One page
ASCII text
1KB 10KB 100KB 1GB1MB 10MB 100MB 10GB 100GB 1TB
CD Quality
Stereo Audio
DVD Movie
(MPEG-2)
HD Movie
Ultra HD
Movie
Virtual Reality,
3D Movie
Data
Rate
(Mbps)
Multimedia Object Size
8© Coughlin Associates, 2015
Virtual Reality: Making A Holodeck
• Free floating
holographic and other
advanced display
technologies are in the
works—within the
next 10 years we could
approach something
like a display allowing
you to move within
the action—leading to
holodeck-like
experiences
From Wired Magazine
9© Coughlin Associates, 2015
© Coughlin Associates, 2015
Digital Entertainment Content Workflow.
10
Content Acquisition
© Coughlin Associates, 2015 11
2014
Results
Film
2%
Magnetic tape
7%
Optical discs
10%
Hard disk
Drives
24%
Flash memory
57%
Year Magnetic
Tape
HDD Optical Flash
Memory
Film
2009 34% 23% 9% 19% 15%
2010 25% 22% 17% 28% 8%
2012 20% 22% 12% 44% 2%
2013 15% 18% 7% 59% 1%
2014 7% 24% 10% 57% 2%
Content Acquisition (2)
© Coughlin Associates, 2015 12
Percent Born Digital 2010 2012 2013 2014
<10% 3.9% 0.9% 1.1% 0.0%
11% to 20% 1.3% 0.4% 0.0% 1.1%
21% to 30% 3.2% 0.0% 0.0% 1.1%
31% to 40% 3.2% 2.6% 1.1% 2.1%
41% to 50% 5.2% 2.2% 3.3% 2.1%
51% to 60% 5.2% 1.7% 2.2% 1.1%
61% to 70% 5.8% 3.1% 6.5% 4.2%
71% to 80% 8.4% 8.3% 10.9% 7.4%
81% to 90% 16.1% 10.9% 15.2% 15.8%
91% to 100% 47.7% 69.9% 59.8% 65.3%
>50% 83.2% 93.0% 94.6% 93.8%
1 hour
2%
2-5 hours
33%
6-10 hours
29%
11-50 hours
21%
51-100 hours
7%
>100 hours
6%
Other
2%
64.5% of Respondents
said they capture 6 or
more hours of content for 1
hour of finished work
Hours captured for an
hour of final content
12
Pixar Render Farm
13© Coughlin Associates, 2015
© Coughlin Associates, 2015
Professional Non-linear Editing Model System
14
Digital Editing and Post Production
© Coughlin Associates, 2015 15
• 87.7% had DAS
(compared to 87.3% in
2013, 92% in 2012
22.3% of these had more
than 50 TB of DAS storage
(compared to 18.3% in
2013)
• 75.0% had NAS or SAN
(compared to 70.9% in
2013, 53.8% in 2012
About 11% had more than
500 TB of NAS/SAN
storage (same as 2013)
40.0%
50.0%
60.0%
70.0%
80.0%
90.0%
100.0%
110.0%
1-10 11-100 101-500 501-1000 >1000
PercentagewithDASorNAS/SAN
NumberofPeople
%DAS
%NAS/SAN
15
Post Production
© Coughlin Associates, 2015 16
• In 2014 25.6% of
responding
participants said
they used cloud-
based storage for
post production
versus 24.7% in
2013 and 15.1% in
2012.
• In 2014 28.1% of
the respondents
said that they had
1 TB or more
storage capacity in
the cloud vs. 23%
in 2013.0
500,000
1,000,000
1,500,000
2,000,000
2,500,000
3,000,000
3,500,000
4,000,000
4,500,000
2013 2014 2015 2016 2017 2018
TotalCapacity(TB)
NLE Cloud Capacity (TB)
NLE Local Networked Capacity (TB)
NLE Local Capacity (TB)
2014 Digital Storage for Media and Entertainment
Report
16
© Coughlin Associates, 2015
Internet Content Distribution System (CDN)
Source Content
(NAS or SAN)
Content Central Server
Edge Server
Edge Server
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Source Content
(NAS or SAN)
Content Central Server
Edge Server
Edge Server
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
17
Content Distribution
© Coughlin Associates, 2015 18
• Average hours on central content delivery
system was about 1,142 hours in 2014
• There were 688 hours ingested monthly in
2014
• In 2014 43.2% of respondents had more
than 5% of their content on edge servers
• About 21.4% used flash memory on their
edge servers
The Future of Content Distribution
• MPEG H.265
encoding (up to a 50%
additional compression
beyond H.264)
– 2-3 X additional overhead
for decoding (HW products
in 2014)
– About 100 X more
processing overhead at the
source for the best quality
delivery content
• Adaptive Dynamic
Streaming over HTTP
(DASH): seamless
adaptive streaming of
content.
© Coughlin Associates, 2015 19
Typical HEVC video encoder (with
decoder modeling elements shaded
in light gray).
Digital Cinema (Mercado Theatre, Santa Clara)
20
Digital Cinema Projector
USB hard drive For movie
distribution to theatre
© Coughlin Associates, 2015
Content Archiving Media
Magnetic
Tape
Optical
Disc
HDDs
© Coughlin Associates, 2015 21
LTO projected tape generations
22© Coughlin Associates, 2015
Sony/Panasonic Optical Archive Roadmap
23© Coughlin Associates, 2015
HDD Roadmap
© Coughlin Associates, 2015 24
Digital Archiving and Preservation
© Coughlin Associates, 2015 25
• 41.9% had >2,000 hours of content in a long
term archive in 2014
• The average rate of conversion is about 7.0%
• In 2014 67.3% of the respondents said that
their annual archive growth rate was >6%
• 35.1% added 1,000 hours or greater to their
archive annually in 2014
• About 33.3% had >2,000 hours of unconverted
analog content in 2014
Cost for Storing 1 PB for 20 Years
© Coughlin Associates, 2015 26
• The total cost of saving
1 PB of data for 20
years is about $1.49 M
for HDD storage and
about $468,000 for
tape storage.
• For HDDs about 37% of
the total cost is in the
first year.
• For tape about 19% of
the total cost is in the
first year.
$1,000
$10,000
$100,000
$1,000,000
AnnualEstimatedCostfor1PB
HDD
Tape
26
More Archive Survey Results
© Coughlin Associates, 2015 27
• About 25.4% never update
their digital archives in
2014 (compared to 42.4%
in 2013)
• About 67% copied and
replaced their digital long
term archives every 10
years or less in 2014 (this
was 47% in 2013)
• 40% said that they would
use a private or public
cloud for archiving content
in both 2014 and 2013
27
Percentage of tape formats used in digital
archiving
© Coughlin Associates, 2015 28
Growth in Near Line and Off-Line
Archive Storage
29
0
10,000
20,000
30,000
40,000
50,000
60,000
2013 2014 2015 2016 2017 2018 2019
Archive
Storage
(Petabytes)
Near-Line
Off-Line
© Coughlin Associates, 2015
2013 Media and Entertainment Storage
© Coughlin Associates, 2015 30
Media and
Entertainment Market
Storage Revenue Share
by Segment
Distribution of Storage
Capacity
2014 Digital Storage for Media and
Entertainment Report
Post
Producti
on
1.2%
Content
Distributi
on
1.8%
Content
Acquisiti
on
0.5%
Archiving
and
Preserva
tion
96.5%
Post
Production
25%
Content
Distribution
24%
Content
Acquisition
4%
Archiving and
Preservation
47%
30
2013 Market Share of Capacity Shipped
© Coughlin Associates, 2015 31
2014 Digital Storage for Media and
Entertainment Report
31
Tape
42.6%
Optical
11.4%
HDD
45.4%
Flash
0.5%
Cloud Storage Capacity for M&E
© Coughlin Associates, 2015 32
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
5,000
2013 2014 2015 2016 2017 2018 2019
CloudCapacity(PB)
Archiving and Preservation
VOD
Internet Distribution
Post Production
2014 Digital Storage for Media and
Entertainment Report
Cloud storage
revenue to
increase to over
$1.5 B by 2019
32
33
Conclusions
• Flash memory is now the dominant technology for content capture, followed
by hard disk drives and optical discs
•Improvements in network storage performance as well as resulting production
efficiencies is driving the growth of network storage over direct attached
storage.
•Likewise the use of digital storage in data centers (cloud storage) is playing a
bigger role in media and entertainment to provide OTT content distribution and
collaborative workflows.
• The increase in content resolution and the amount of content is driving
performance and storage in content delivery systems and the growth of on-line
distribution storage.
•Storage capacity and growth in professional media and entertainment show
the size of digital content libraries while storage revenues reflect the value of
the content where it is used.
© Coughlin Associates, 2015
References
• 2009-2014 Survey of Storage in Professional
Media and Entertainment
• 2014 Digital Storage in Media and
Entertainment Report, Coughlin Associates,
http://www.tomcoughlin.com/techpapers.ht
m
• 2015 M&E Professional Storage Survey is now
active:
https://www.surveymonkey.com/s/5NXY95W
© Coughlin Associates, 2015 34
35
© Coughlin Associates, 2015 36
Thanks
37© Coughlin Associates, 2015

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20150323-Media-Entertainment-Webinar-Mar23

  • 1. Tom Coughlin, Coughlin Associates www.tomcoughlin.com Digital Storage in Professional Media and Entertainment Technical Challenges and Business Opportunities 1
  • 2. About the Presenter Thomas M. Coughlin, President, Coughlin Associates is a widely respected storage analyst and consultant. He has over 30 years in the data storage industry. Dr. Coughlin has many publications and six patents to his credit. Tom is also the author of Digital Storage in Consumer Electronics: The Essential Guide, published by Newnes Press. Tom publishes the Digital Storage Technology Newsletter, the Digital Storage in Media and Entertainment Report, and other reports. Tom is active with SMPTE, SNIA, the IEEE, and other professional organizations. He is VP of Future Directions for the IEEE Consumer Electronics Society as well as Director Elect for IEEE Region 6. He is serving his third term as a member of the CE Society BoG and was Vice President of Operations for three years. Tom is the founder and organizer of the Annual Storage Visions Conference, a partner to the International Consumer Electronics Show, as well as the Creative Storage Conference. He is the general chairman of the annual Flash Memory Summit. nnesota as well as a BS in Physics from the same school. © Coughlin Associates, 2015 2
  • 3. Outline • Why We Should Care about Digital Storage • Media and Entertainment Storage Survey • Digital Storage in Content Capture • Post-production Digital Storage • Digital Storage in Content Delivery • Content Preservation and Archiving • Breakdown of Storage Capacity and Revenue for Media and Entertainment Applications © Coughlin Associates, 2015 3
  • 4. Example resolution, data rates and storage capacity requirements for professional media standards 4 8K Ultra-HD may use more than 100X capacity of HD! 8K X 4K based upon “Super Hi-Vision” Video Parameters for Next Generation Television, SMPTE Motion Imaging Journal, May/June 2012, P. 63-68 © Coughlin Associates, 2015
  • 5. Richer Images = more storage • Frame rates for movie content are increasing from the historical 24 frames per second (fsp) to 48 or 60 fps and may eventually be as high as 300 fps. • Cameras are now available that can support 120 fps (even up to 3,000 fps) • 4K production is commonplace but 6K and even 8K movie production starting in professional video projects. • Video resolutions of 16K and even higher are contemplated in the future. © Coughlin Associates, 2015 5
  • 6. New Views • KDDI and some European players have performed “free viewpoint” demonstrations with content captured using 4-30 4K video cameras simultaneously. • Light-field imaging could allow even more immersive 2D and 3D video (greater image depth possible) and would increase required storage capacity by at least 3X conventional images • Color gamut increases as well as better contrast and extended luminance levels Lytro Light-field Camera Free View Point Video © Coughlin Associates, 2015 6 Increase in Color Gamut, Dolby Vision
  • 7. How Long Until Exabyte Video? • As video resolution and frame rate increase, camera image complexity increases and stereoscopic projects multiply, the storage capacity and bandwidth performance requirements becomes staggering. • A calculation shows that 16,000 X 8,000 pixel resolution, 24 bits/pixel, 300 fps raw video content could require 115 GB/s data rates and 414 TB/hour. If 4 cameras were used to create data for a “free viewpoint” presentation the raw data would be 1.66 PB for an hour of content • Truly the bandwidth and capacity requirements to work with future rich media formats are staggering! • Even HEVC won’t be enough © Coughlin Associates, 2015 7
  • 8. Media Content Size Trends 0.01 0.1 1 10 100 1000 One page ASCII text 1KB 10KB 100KB 1GB1MB 10MB 100MB 10GB 100GB 1TB CD Quality Stereo Audio DVD Movie (MPEG-2) HD Movie Ultra HD Movie Virtual Reality, 3D Movie Data Rate (Mbps) Multimedia Object Size 8© Coughlin Associates, 2015
  • 9. Virtual Reality: Making A Holodeck • Free floating holographic and other advanced display technologies are in the works—within the next 10 years we could approach something like a display allowing you to move within the action—leading to holodeck-like experiences From Wired Magazine 9© Coughlin Associates, 2015
  • 10. © Coughlin Associates, 2015 Digital Entertainment Content Workflow. 10
  • 11. Content Acquisition © Coughlin Associates, 2015 11 2014 Results Film 2% Magnetic tape 7% Optical discs 10% Hard disk Drives 24% Flash memory 57% Year Magnetic Tape HDD Optical Flash Memory Film 2009 34% 23% 9% 19% 15% 2010 25% 22% 17% 28% 8% 2012 20% 22% 12% 44% 2% 2013 15% 18% 7% 59% 1% 2014 7% 24% 10% 57% 2%
  • 12. Content Acquisition (2) © Coughlin Associates, 2015 12 Percent Born Digital 2010 2012 2013 2014 <10% 3.9% 0.9% 1.1% 0.0% 11% to 20% 1.3% 0.4% 0.0% 1.1% 21% to 30% 3.2% 0.0% 0.0% 1.1% 31% to 40% 3.2% 2.6% 1.1% 2.1% 41% to 50% 5.2% 2.2% 3.3% 2.1% 51% to 60% 5.2% 1.7% 2.2% 1.1% 61% to 70% 5.8% 3.1% 6.5% 4.2% 71% to 80% 8.4% 8.3% 10.9% 7.4% 81% to 90% 16.1% 10.9% 15.2% 15.8% 91% to 100% 47.7% 69.9% 59.8% 65.3% >50% 83.2% 93.0% 94.6% 93.8% 1 hour 2% 2-5 hours 33% 6-10 hours 29% 11-50 hours 21% 51-100 hours 7% >100 hours 6% Other 2% 64.5% of Respondents said they capture 6 or more hours of content for 1 hour of finished work Hours captured for an hour of final content 12
  • 13. Pixar Render Farm 13© Coughlin Associates, 2015
  • 14. © Coughlin Associates, 2015 Professional Non-linear Editing Model System 14
  • 15. Digital Editing and Post Production © Coughlin Associates, 2015 15 • 87.7% had DAS (compared to 87.3% in 2013, 92% in 2012 22.3% of these had more than 50 TB of DAS storage (compared to 18.3% in 2013) • 75.0% had NAS or SAN (compared to 70.9% in 2013, 53.8% in 2012 About 11% had more than 500 TB of NAS/SAN storage (same as 2013) 40.0% 50.0% 60.0% 70.0% 80.0% 90.0% 100.0% 110.0% 1-10 11-100 101-500 501-1000 >1000 PercentagewithDASorNAS/SAN NumberofPeople %DAS %NAS/SAN 15
  • 16. Post Production © Coughlin Associates, 2015 16 • In 2014 25.6% of responding participants said they used cloud- based storage for post production versus 24.7% in 2013 and 15.1% in 2012. • In 2014 28.1% of the respondents said that they had 1 TB or more storage capacity in the cloud vs. 23% in 2013.0 500,000 1,000,000 1,500,000 2,000,000 2,500,000 3,000,000 3,500,000 4,000,000 4,500,000 2013 2014 2015 2016 2017 2018 TotalCapacity(TB) NLE Cloud Capacity (TB) NLE Local Networked Capacity (TB) NLE Local Capacity (TB) 2014 Digital Storage for Media and Entertainment Report 16
  • 17. © Coughlin Associates, 2015 Internet Content Distribution System (CDN) Source Content (NAS or SAN) Content Central Server Edge Server Edge Server Internet User Internet User Internet User Internet User Internet User Internet User Internet User Internet User Internet User Source Content (NAS or SAN) Content Central Server Edge Server Edge Server Internet User Internet User Internet User Internet User Internet User Internet User Internet User Internet User Internet User 17
  • 18. Content Distribution © Coughlin Associates, 2015 18 • Average hours on central content delivery system was about 1,142 hours in 2014 • There were 688 hours ingested monthly in 2014 • In 2014 43.2% of respondents had more than 5% of their content on edge servers • About 21.4% used flash memory on their edge servers
  • 19. The Future of Content Distribution • MPEG H.265 encoding (up to a 50% additional compression beyond H.264) – 2-3 X additional overhead for decoding (HW products in 2014) – About 100 X more processing overhead at the source for the best quality delivery content • Adaptive Dynamic Streaming over HTTP (DASH): seamless adaptive streaming of content. © Coughlin Associates, 2015 19 Typical HEVC video encoder (with decoder modeling elements shaded in light gray).
  • 20. Digital Cinema (Mercado Theatre, Santa Clara) 20 Digital Cinema Projector USB hard drive For movie distribution to theatre © Coughlin Associates, 2015
  • 22. LTO projected tape generations 22© Coughlin Associates, 2015
  • 23. Sony/Panasonic Optical Archive Roadmap 23© Coughlin Associates, 2015
  • 24. HDD Roadmap © Coughlin Associates, 2015 24
  • 25. Digital Archiving and Preservation © Coughlin Associates, 2015 25 • 41.9% had >2,000 hours of content in a long term archive in 2014 • The average rate of conversion is about 7.0% • In 2014 67.3% of the respondents said that their annual archive growth rate was >6% • 35.1% added 1,000 hours or greater to their archive annually in 2014 • About 33.3% had >2,000 hours of unconverted analog content in 2014
  • 26. Cost for Storing 1 PB for 20 Years © Coughlin Associates, 2015 26 • The total cost of saving 1 PB of data for 20 years is about $1.49 M for HDD storage and about $468,000 for tape storage. • For HDDs about 37% of the total cost is in the first year. • For tape about 19% of the total cost is in the first year. $1,000 $10,000 $100,000 $1,000,000 AnnualEstimatedCostfor1PB HDD Tape 26
  • 27. More Archive Survey Results © Coughlin Associates, 2015 27 • About 25.4% never update their digital archives in 2014 (compared to 42.4% in 2013) • About 67% copied and replaced their digital long term archives every 10 years or less in 2014 (this was 47% in 2013) • 40% said that they would use a private or public cloud for archiving content in both 2014 and 2013 27
  • 28. Percentage of tape formats used in digital archiving © Coughlin Associates, 2015 28
  • 29. Growth in Near Line and Off-Line Archive Storage 29 0 10,000 20,000 30,000 40,000 50,000 60,000 2013 2014 2015 2016 2017 2018 2019 Archive Storage (Petabytes) Near-Line Off-Line © Coughlin Associates, 2015
  • 30. 2013 Media and Entertainment Storage © Coughlin Associates, 2015 30 Media and Entertainment Market Storage Revenue Share by Segment Distribution of Storage Capacity 2014 Digital Storage for Media and Entertainment Report Post Producti on 1.2% Content Distributi on 1.8% Content Acquisiti on 0.5% Archiving and Preserva tion 96.5% Post Production 25% Content Distribution 24% Content Acquisition 4% Archiving and Preservation 47% 30
  • 31. 2013 Market Share of Capacity Shipped © Coughlin Associates, 2015 31 2014 Digital Storage for Media and Entertainment Report 31 Tape 42.6% Optical 11.4% HDD 45.4% Flash 0.5%
  • 32. Cloud Storage Capacity for M&E © Coughlin Associates, 2015 32 0 500 1,000 1,500 2,000 2,500 3,000 3,500 4,000 4,500 5,000 2013 2014 2015 2016 2017 2018 2019 CloudCapacity(PB) Archiving and Preservation VOD Internet Distribution Post Production 2014 Digital Storage for Media and Entertainment Report Cloud storage revenue to increase to over $1.5 B by 2019 32
  • 33. 33 Conclusions • Flash memory is now the dominant technology for content capture, followed by hard disk drives and optical discs •Improvements in network storage performance as well as resulting production efficiencies is driving the growth of network storage over direct attached storage. •Likewise the use of digital storage in data centers (cloud storage) is playing a bigger role in media and entertainment to provide OTT content distribution and collaborative workflows. • The increase in content resolution and the amount of content is driving performance and storage in content delivery systems and the growth of on-line distribution storage. •Storage capacity and growth in professional media and entertainment show the size of digital content libraries while storage revenues reflect the value of the content where it is used. © Coughlin Associates, 2015
  • 34. References • 2009-2014 Survey of Storage in Professional Media and Entertainment • 2014 Digital Storage in Media and Entertainment Report, Coughlin Associates, http://www.tomcoughlin.com/techpapers.ht m • 2015 M&E Professional Storage Survey is now active: https://www.surveymonkey.com/s/5NXY95W © Coughlin Associates, 2015 34
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