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IT SERVICES PRESENTS:. Digital Media Management. 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
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IT SERVICES PRESENTS: Digital Media Management
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
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
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
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
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
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
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 2nd 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
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)
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
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
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
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
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
IT SERVICES PRESENTS: Q & A