NewsA Bottom-up Approach To MAM
TVB Europe - July 2009
By Nigel Booth, Executive VP, Sales and Marketing,
IPV
As an industry we have been talking about asset management
for a long time now: probably two decades. Yet there
are still relatively few implementations of a real
asset management application.
One of the reasons is that sales pitches always seem
to emphasise how products enable you to take an enterprise
view of your content. That may be true, but actually
is not terribly helpful. Managing content right across
an enterprise is a major challenge, in developing workflows
that are appropriate for everyone, and in taking on
the huge amounts of data involved.
At IPV we have taken a rather different approach. The
broadcasters we have spoken to tell us that their applications
are at the departmental level, maybe even at the individual
programme level. Often they rarely need to share content
around the enterprise, but they do have real issues
with managing material in, for example, live sports
coverage.
Take a broadcaster that has the rights to a major sports
franchise. At busy times there will be a number of
matches taking place simultaneously, each needing their
own highlights packages, plus different edits for an
overall discussion programme. All the action will also
need to be logged so that it can be found quickly from
the archive. If a player does something important or
unusual today, you need to know if they have done it
before, and get the pictures into the edit quickly.
Multiple feeds are coming into the ingest server, and
a large number of users — editors, producers, loggers,
archivists — need to have immediate and simultaneous
access. That is a challenge, which needs a new approach
to tackle effectively and cost-efficiently.
The key is to provide a tight integration between the
online video server and full resolution content, a
browse resolution proxy system, and the metadata that
is used to route the content and to enable it to be
found later. In other words, an asset management system,
but one that is tailored to a specific task, not necessarily
trying to be all things to all parts of an enterprise.
In the case of the sports example, the architecture
is likely to involve an ingest server which is dedicated
to accepting the incoming feeds from however many matches
are being played, and writing that content onto a SAN
for security and for access by other high resolution
systems including playout. Tightly coupled to the ingest
server must be the browse resolution server. This is,
of course, the heritage of IPV, and we believe that
our SpectreView system is still the best application
in the field.
There are a number of reasons why you need a sophisticated
browse system in this application. First, it has to
be fast, so that the content as it is being ingested
becomes available on the network virtually immediately:
in our solution it is available on desktops within
just a few seconds of the ingest server starting to
record.
As well as being fast, though, it has to be flexible.
If you are working as an online editor you are used
to scrolling forwards and back through content, looking
for the shots you want.Why would you accept lesser
facilities on a proxy editor? The format has to be
robust enough to hold up however you move through the
content, which is a difficult proposition for streamed
video.
The matches have started, the servers are recording,
and content is now available on desktop computers.
The next step is to marry the images and the metadata.
Many broadcasters use specialist sports logging companies
to provide moment-by-moment analysis of the action:
metadata of the sport.
What the asset management system must do is accept
this logging data and automatically link it to the
video. If the logging service can provide an in and
out timecode along with its comments, that is ideal.
If there is only one timecode the system should set
a pre-defined in and out point around it. Otherwise
the broadcaster’s logging staff cannot quickly scroll
through the desktop content to find the pictures that
match the data. They may also need to add other, broadcast-specific
data to the file, perhaps when a commentator says
something particularly important or useful.
So it is likely that there will be more than one person
logging metadata for each game. All this has to be
aggregated into the database, in a standardised form
so that it is easy to retrieve what you need.
No craft editor
At the same time, users of the content will be starting
to work. Editors will be building the various highlights
packages, usually under immense time pressure: it is
now accepted practice to have a summary of the play
the moment the whistle blows.
Because the content is already identified with relevant
metadata — based on the specialist logging — each editor
can quickly identify and transfer the required content
to the editing bins. Access to the archive is also
provided, using the same metadata, so clips from previous
games can be used as easily as current footage.
Desktop tools can now do much more than simple cuts-only
editing, so at least some production values can be
introduced. A conform engine will render the finished
edit in realtime on the server, so it can be played
to air the moment the final cut is made. The desktop
editing and conforming solution we have developed is
certainly not designed to replace a craft editor, but
it does open up the potential for high production values
in a way that is simple and quick.
There will be some jobs that do need the refinement
of a true craft editor, and the production network
may also feature a product like Final Cut Pro. In a
typical sports application, even when something goes
to a craft editor the time pressure does not go away,
so the handover must be fast and precise.
The solution is to pass the EDL direct from desktopeditor
to craft editor, and at the same time call down from
the online server only the clips that are actually
required, with suitable handles to allow the edits
to be trimmed. This is rather like imposing a partial
restore, this time from the SAN to the local bin on
the editor, and again this requires careful integration
between the database and the hardware.
Whether the edit is completed on the desktop or in
a craft suite, it has to be checked for accuracy, conformance
and quality, then handed on to the playout server.
Again, this has to effectively happen instantly, so
it is vital that there is tight integration and precision
with the browse edit.
This is precisely the requirement specification and
architecture IPV has already delivered to a major broadcaster
covering prestigious live sport, based on our Curator
product. Because it is readily scalable, it can be
built out like blocks, with a single application leading
to a department-wide implementation — and maybe even
one day that enterprise-wide asset management, starting
from the bottom up.
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