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July 2013 Keith Horstman IT SERVICES PRESENTS: Digital Media Management.

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Presentation on theme: "July 2013 Keith Horstman IT SERVICES PRESENTS: Digital Media Management."— Presentation transcript:

1 July 2013 Keith Horstman khorstman@nba.com IT SERVICES PRESENTS: Digital Media Management

2 July | © 2013 Page 2 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project The Goals - Business Perspective  Preserve the decaying video tapes in the NBA archive –Over 350,000 hours of video tape exist in the library –Video tape shelf-life is only 10-15 years –Degradation in duplication  Consolidate video formats –43 video tape formats in the library 250,000 Beta (Large) 50,000 Film 12,000 HD  Streamline the production process –Users can not find video clips nor the tapes they are supposed to be on –Everyone is digitizing and re-digitizing video, nothing is being saved –Producers have their own personal hard drives –Video tapes are constantly being “lost” or hidden under desks

3 July | © 2013 Page 3 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project The Goals - Technical Perspective  Data is VERY inconsistent –Team names Washington Bullets became the Washington Wizards –Player names Shaquille, O’Neal, Shaq, Diesel, Superman, anything else a logger could call him… –Poor data entry standards Many fields are free form text entry  Integrate with Existing Systems –Statistics –Logging –Financials, Resource Scheduling, etc. –Reduce duplicate efforts  Partial File Restore for Broadcast Assets –Archive a high resolution version of the asset –Restore only the clip (30-60 seconds) and not the full asset (3.5 hours) –Transcode to lower quality if necessary

4 July | © 2013 Page 4 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project Timeline Pre-game Planning (1994 – 2004) 1994  Statistical System 1998  Logging 1999  Virage – text based search with low res video browse 2002  Implemented a networked digital video editing solution  Developed internal search engine with low res video browse  Implemented Nesbit for tape tracking

5 July | © 2013 Page 5 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project 2005 – Game Day  Implemented Digital Environment –Partnership with SGI – DMF/HAC –Encoding new content live via automation –Began saving the crumbling tape library using a “swiss-cheese” approach –Internally developed processing applications Integrated LR search with HR restoration Commercial free –Digital File Format MPEG-2 video with 2 (stereo) to 5 (surround sound) audio – wrapped in MXF OP1a SD = 50 Mbps Game (3.5 hours) = 80 GB Clip (64 seconds) = 400 MB HD = 100 Mbps Game = 160 GB Clip = 800 MB

6 July | © 2013 Page 6 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project 2005 (con’t)  Implemented Digital Environment (con’t) –Infrastructure Expansion HR Editing on SAN 16 TB SGI storage 16 edit stations (Pinnacle) HR Work-Area 16 TB SGI storage 16 HR encoders LR NAS 16 TB SGI storage 16 LR encoders Hierarchical Storage Management (DMF/MSE) For HR media, only move the clips around the factory Disk – active files; HR managed by MSE; LR managed by DMF Tape – 1.2 PB storage; 3,000 slots; 12 LTO3 tape drives –Video Movement User Estimate: 4 hours of restored clips per day; 48 hours of ingest per day Actual (production day 2): 20 hours of restored clips per day; 100 hours of ingest per day

7 July | © 2013 Page 7 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project 2008 - Halftime  “ The Explosion” –Everything grew much faster than anyone expected –Extended user base “NBA Digital” NBA TV and NBA.com produced by NBA Digital from Turner Studios in Atlanta, GA Teams (Coaching Staff and Broadcasters) Next Partners Broadcasters (ESPN/ABC, Fox Regionals, …) Fans? –HSAN Video network between the NBA Office and each arena Each arena will have and OC3 terminating in NJ on a pair of OC48’s Enables higher quality video (no more satellite hopping) More arena content (other camera angles, audio feeds, …) –Other content Same Philosophy LR search with retrieval of HR content Don’t create an internal Nabster Music Photos Graphics

8 July | © 2013 Page 8 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project 2008 (con’t)  Infrastructure Upgrade –Expanded Storage Music/Graphics All on-line – 22 TB SGI storage Traditional IT backup to robotic storage HR Editing on SAN Stay the same at 16 TB SGI storage HR Work-Area Extended to 51 TB SGI storage LR NAS On-line stays the same at 16 TB SGI storage Add near-line storage – 72 TB SGI storage More LR video instantly accessible Hierarchical Storage Management (DMF/MSE ) Separate instances of DMF for HR and LR now allows for more flexible priority schemes and failover Added 2 nd robot Now 6.6 PB storage Total 6,000 slots (3,000 LTO3; 3,000 LTO4) 24 tape drives (12 LTO3; 12 LTO4) –More client capacity with added fiber switch –Transcoding Diverse video formats among the many client requests

9 July | © 2013 Page 9 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project Post Game Analysis - Avenues of Opportunity  Basketball Operations –Statistics –Referee –Rule Reviews  Teams –Coaching Staff –In-Arena Presentation –Local Broadcast  Strategic Partners –NBA TV –Broadcasters –Teams –Gaming –NBA.com –YouTube/Google, Hulu (75 total clients)

10 July | © 2013 Page 10 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project Today  Hi Res – Game Broadcast –Format: same as day 1 MPEG-2 video with 2 (stereo) to 5 (surround sound) audio – wrapped in MXF OP1a –Expanded encoding farm to 24 encoders  Hi Res – Alternate Angles –Extended to 3 - Low Right, Low Left & Slash (Looking at more very soon) –Harris Encoders at each arena creating these files –Aspera Xfer (half TB per game)  Low Res –24 Elemental Live Encoders creating: 2Mb WMV for teams 3Mb H.264 for archive 3Mb Smooth Stream for logging 3Mb MPEG-2 Transport Stream for live clip distribution 500Kb H.264 for devices –32 Elemental Live Encoders used to encode Game Broadcast for partners (internet) –16 Fingerprinting servers for piracy

11 July | © 2013 Page 11 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project Today (con’t)  Storage –100 TB SGI SAN (Hi Res work area) –77 TB SGI NAS (Low Res online) –21 TB Isilon NAS (Low Res external client streaming) –110 TB Apple SAN  Digital Tape Library –2 StorageTek SL8500 (total 15,000 slots) –LTO3 (13 drives), LTO4 (15), LTO5 (16) & LTO6 (soon)  Editing –21 Mac Pro Edit Stations (FCP7) –4 Mac Pro Graphic Stations (Adobe Suite)  Transcoding –5 Telestream Episode Engines moving content from the archive into editing –7 Node Telestream Flip Factory array for distribution –3 Elemental Transcoders for inbound and outbound processing

12 July | © 2013 Page 12 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project Today (con’t)  Systems/Software –NBA Developed Media Archive – Low Res Search & Review Control Center – manages low res encoding Q-Manager – processes orders from users and archives from system Logging Video Processing Tools – content distribution, playback, video cutting –Partner Developed SGI DMF - HSM TATA HAC – partial file restore Nesbit Media Library System – tape movement Sundance Automation  Numbers –Reaching 20 PB in tape storage –Over 550,000 assets; 250,000 digital –Over 10,000,000 clips –130 hours of ingest per day –27 hours of restores per day

13 July | © 2013 Page 13 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project What We Learned  Planning –Content - Don’t underestimate the amount of content that this project will “uncover” We anticipated a workload that would enable us to ingest all of our history in 8 years… Ease of use created the need for more content Over Estimate! –User Base – the more diverse your user base the more functionality you need to provide “Everyone wants video” – Commissioner’s Office, Teams, Basketball Ops, Partners, Marketing, Broadcast Ops, etc. (EA Sports users are our most active) Who is the king? (see #1 in prior bullet) –What about testing & QA? (Yeah, yeah – my background is in IT) Don’t forget testing, especially when integrating disparate solutions (avoids finger pointing) Garbage in = garbage out Both consume time in different ways –Plan to be “wrong” Moore’s Law in 3D Processor advancement Devices advancement Codec advancement –“If you build it they will come” … so be prepared

14 July | © 2013 Page 14 INFORMATION TECHNOLOGY NBA’s Digital Media Management Project What We Learned (con’t)  Design Philosophy –Involve users on day 1 Listen: they understand the business and workflow Will adopt change (especially when they are part of the design) –Build islands first then connect them (and charge a toll) –Your initial solution may not solve every problem – start somewhere –Don’t be afraid to look outside for a different perspective  Staffing –Senior Management – need their commitment David Stern & Adam Silver Steve Hellmuth Michael Gliedman –Team Lead – best of breed partnership Mike Rokosa Dana Stone Dave Thomas –Technical Staff – “ability to learn” Development - Salina Cheung, Lawrence Chen, Matthew McCann Engineering – Andy Surfer

15 July 2013 Keith Horstman khorstman@nba.com IT SERVICES PRESENTS: Q & A


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