Wednesday, 17 July 2019

DVB to demonstrate progress with DVB-I, which aims to harmonise broadcast and OTT

Videonet
A new initiative intended to standardise the delivery and presentation of broadband and broadcast delivered television is being put before the operator and vendor community, but is it too late? DVB-I, from cross industry consortium DVB, aims to do for OTT what it did for digital TV. That is, to enable broadcasters to deploy common services across a wide range of devices and to enable manufacturers to offer a single consistent user experience for all video services.
At IBC 2019, the organisation will present the first demonstration of its efforts to date, with a standardised release promised by year-end. Peter MacAvock, Chair of DVB, says: “There are very real questions about whether we have the appropriate traction in the marketplace and whether what we feel is applicable will, in the event, land with the various different stakeholders, but we are reasonably confident this is the case.
“We are not early – but I don’t think we are too late. The OTT march is fully underway, and DVB-I is designed to provide the type of standard and rigour to the OTT sphere that DVB brought to the digital TV sphere.”
The suite of specifications, which the DVB characterises as an ecosystem, is designed to improve OTT delivery, providing increased scalability and cost savings with the same user-friendliness and robustness as classical broadcast delivery solutions. In particular, DVB-I will allow you to integrate channel lists, the content guide, and simple ‘lean back’ channel selection for services available over both broadcast and IP.
MacAvock explains: “It is focussed on a world where a broadcast service may be unlinked to the broadband delivered services and therefore a question arises: How would you access and even find out about the availability of those broadband services if they are not linked to the broadcast channel?”
When you bring home a new TV set, you (or the nice guy from John Lewis), can set it to auto-tune and display all the broadcast services available. The DVB wants to ensure the same level of simplicity when working with broadband channels, using DVB-I.
Yet, even if there was an IP equivalent to scanning frequencies, many thousands of services would potentially be found. A solution is needed which allows the receiver to locate streamed services that are relevant to the user, possibly based on geographical location, language and genre. The DVB has already braced itself for this contentious issue.
“The listing of services might seem trivial, but it is an extraordinarily emotive topic,” MacAvock declares. “We must respect the individual rules of broadcasters and territories, such as watersheds. We anticipate some difficult discussions, but we are relishing the opportunity.”
One strategy is to leave the market to solve this. Another solution could be for a central authority in each country to provide a service list, and for receivers to be pre-provisioned with the URLs of those lists. However, such an authority may not be available in all countries, and this approach does not fit well with all deployment scenarios, especially those of a more open nature.
The DVB is considering whether there are other possibilities that might avoid the need for country or broadcaster-specific solutions. Clearly, having the user enter URLs manually is not countenanced. MacAvock argues that the scale and cost advantages of a standardised model apply equally to Pay TV providers as well as free-to-air broadcasters. While the television set remains the most important device for video consumption, DVB-I will support any device with an Internet connection including smart phones, tablets and media streaming devices.
“EBU members are not in a position to provide vertical stacks for each and every vendor and device, so our stakeholders are interested in providing a simplified way in which their services can be accessed on any device. With standardisation, EBU members are able to harmonise distribution infrastructure and reduce costs,” says MacAvock.
“Those arguments are also valid for the Pay TV environment. Many operators supply and support their own hardware for each consumer but if we can help them standardise elements of the hardware to minimise their need to maintain the cost of receivers, that is to their advantage.”
MacAvock adds, “It won’t not happen overnight, but many Pay TV operators are actively engaged in DVB-I. They recognise that standardisation in any form will reduce cost, and also that DVB-I can improve their performance.”

40% of UK Pay TV customers look somewhere else for content first – but it may be apps on the operator STB

VideoNet
In the UK, six out of ten Pay TV customers turn to Pay TV first when looking for content, regardless of which device they are accessing it on, or where. Some 20% of Pay TV customers say they do not have a first choice video service, with a similar rate seen among customers at all Pay TV services, according to IHS Markit, which is drawing on research in its ‘Consumer Research: Devices, Media & Usage’ survey (conducted from interviews in markets including the U.S., Germany and UK in November 2018, and released this month).
So, among the four-in-ten Pay TV customers who first look somewhere other than their Pay TV offer for content, where are they going? This depends s on which Pay TV service they have at home. TalkTalk customers are most likely to turn to iPlayer and Netflix, along with other apps available on their set-top box. Virgin Media customers are turning to Netflix, while BT customers go to Netflix or Sky.
Although Sky and Netflix have the highest overlap in subscribers, Sky customers are least likely to select Netflix as their first choice. “It would be interesting to see how this changes, with Netflix now on the [Sky set-top] box,” remarks Fateha Begum, Principal Research Analyst at IHS Markit.
This wide-ranging survey threw up a number of interesting trends. In the U.S., time spent on social video viewing has overtaken online long-form video for the first time since 2011, with Facebook’s video-centric strategy credited with driving the rise. According to the IHS Markit survey, time spent on social video registered the highest level of increase, adding more than eight minutes per-person per-day.
Time spent on social video doubled between 2016 and 2018 to reach nearly 39 minutes per person per day. Facebook alone counts for more than half of the increase seen over the two years following the launch of Facebook Watch in 2016. Instagram saw similar levels of increase in 2018, taking time spent to levels seen at Snap, with 7.4 minutes.
While mobile devices have become a key area of growth in terms of video consumption, particularly out of the home, connected living room devices “present new opportunities for social platforms to reach wider audiences, particularly as consumer appetite for short-form viewing improves,” says Begum.
Other findings for the U.S. market indicate that ‘video stacking’, the practice of juggling multiple OTT subscriptions, is most prominent in Pay TV households that have recently downgraded their package or cut the cord. Cord-shavers (who downgraded) had an average of 2.94 OTT subscriptions. In comparison, those that cancelled a Pay TV service had an average of 2.3 OTT subscriptions, indicating that this second group is more likely to be cost-conscious..
The IHS Markit report shows that in France, linear TV viewing held an 84% share of total viewing in 2018 compared to a 99% share in 2008, and good weather could even have suppressed the linear total.
“Although the World Cup was the most popular TV programme of 2018, the data from Mediametrie [France’s audience measurement body] does not indicate live viewing has increased for the year as a consequence,” says Rob Moyser, Research Analyst at IHS Markit.
“An increase in linear viewing over one month would not necessarily skew linear viewing to increase over the year, especially if live TV viewing has been in decline for much of the year. It is also worth mentioning that 2018 was one of France’s warmest years since records began, and would in turn have affected total viewership.”
Meanwhile, in Germany the time spent on Pay TV VOD increased by 23% as the roll-out of PVRs continues. These next-generation boxes also give access to more on-demand services. The study counts Pay TV VOD as any on-demand content viewed via a Pay TV set-top box, excluding third-party OTT services like Netflix or YouTube. It does include broadcaster catch-up TV, content included with a linear subscription, boxsets and transactional content.
“Germany is unique in Western Europe as digitisation was slow and it only completed digital switchover in March 2019,” says Begum. “The transition to digital TV along with advanced set-top boxes is driving the number of homes capable of receiving on-demand services and thus users and usage.”
Online video services in Germany added more than 3 million paid subscriptions in 2018, taking total subscriptions to more than 15 million, while Pay TV subscriptions remained relatively flat at 29 million, adding 450,000 net in the year.
The study found that one-in-five German Pay TV homes use the service less than once a week. So, what keeps these apparently super-light users paying for the service each month? Sports keeps some of them onboard even if they do not make the most of the platform when there are no live games to watch.
“Cord-cutting has largely been confined to the U.S.,” says Begum. “It takes consumers some time to churn from the old TV box even when their consumption habits have shifted. According to our consumer surveys, exclusive content is the biggest driver of subscriptions for Sky Deutschland uptake, whereas Deutsche Telekom over-indexes on wider benefits such as bundling with broadband – although that is not the biggest driver.
“’Free TV services are often bundled and sold for a small monthly fee, and analogue cable is paid through utility bills in Germany, so many households consider it to be ‘free TV’ whereas we would consider this to be Pay TV. They are therefore less likely to churn. So, this 20% statistic [the proportion of homes who subscribe to Pay TV but use it lightly] is mainly seen in Germany out of the countries surveyed. In the UK the figure is circa 10%.”
In Spain, PVR-based time-shifted viewing accounted for a 41% share of non-linear viewing time – indicating that the country’s on-demand platforms have not grown at the same rate as the other countries covered in this report. “In France, for example, PVR viewing stands at 8.8 minutes to Spain’s 9.6 minutes, but its on-demand platforms take up a 15% share of total viewing compared to Spain’s 6% share,” says Moyser.
The IHS Markit research shows that overall, total television viewing times across the U.S. and major European markets have declined slightly as consumers increasingly use non-linear as a substitute for traditional TV viewing, rather than as an addition .
Excluding social media, total average daily video viewing time for the countries analysed stood at 273.7 minutes per-person per-day in 2018. This compares to a peak of 284.3 minutes in 2013, when linear viewing held an 87% share of total viewing in contrast to a 67% share in 2018.
“The decline in minutes suggests a shift in viewing habits as non-linear becomes the television format of choice for more viewers in the United States, the United Kingdom, France, Germany, Italy, Spain and the Netherlands,” IHS Markit reports.
Rob Moyser explains: “During previous years, non-linear television viewing was largely additive to traditional linear TV viewing, driving up the total number of minutes watched. However, non-linear has now become an alternative for linear TV for many consumers. As a result, total cross-platform viewing time is returning to levels seen prior to the rise of on-demand viewing.”

Blackbird Plans Launch into Video Distribution

StreamingMedia

Blackbird, a developer of cloud-native postproduction tools, is moving into video distribution. Blackbird Player is built around core compression technology originally devised three decades ago by R&D director Stephen Streater. The player is likely to debut in prototype at IBC in September.
"We know video streaming is challenged by latency with recent major sports events streamed live suffering from costly buffering," says Blackbird chief executive Ian McDonough. "We also know that watching video currently is a very passive experience for people, because they can't manipulate content. We have the technology to help solve these needs."
McDonough adds, "Rights holders are frustrated by not being able to allow their fans to clip and share video of a sport. With Blackbird Player, users will have instant access to any part of the video and to be able to share it over social, instantly and securely."

From Forbidden Technologies to Blackbird

Blackbird, which rebranded from Forbidden Technologies in March this year, has always been an outlier in video production tech, but you cannot deny the tenacity of Streater's personal vision nor the longevity of the compression technology he patented.
"Speed, size of image, and quality of image is key to making video-over-the-web feasible for a mass consumer market, and we believe our software can deliver it all. The technology should provide a platform for a tide of new internet productions created for niche markets as well as the traditional broadcasting industry."
Streater made that comment in 2000, a year after starting Forbidden, armed with the algorithms he first developed as a PhD researcher in image processing. The first applications for it were nonlinear editing and computer games at Eidos, the company Streater co-founded in 1990.
AIM-listed since 2000, Forbidden's stock has never quite soared. Its fortune could be about to change under direction of McDonough, who joined the UK-based firm in 2017.
"Forbidden had struggled to commercialise the technology," says McDonough, a former SVP and MD, UK and North Europe at Turner, an EVP and GM at BBC Worldwide, and commercial director for A&E Networks Europe.
"It had a misguided commercial strategy, specialising in the post sector mainly in London which, although high profile, is a small business. They were doing three to four figure deals which was not sustainable."
The firm's accounts for 2017 show revenues of £758,835 and a net loss for the year of £2.36 million. A year later losses had risen to £2.57 million, but signs of growth include higher revenue (£870,000) and invoiced sales. A fresh round of funding in 2018 has raised nearly £5.5 million, and the firm is debt free.
"What I saw was an incredible piece of technology at the core of the platform," he continues. "It was something that could replace many of the content interchange stages of traditional workflow automation. Raw materials—video, audio, graphics, stills—are only supplied to the platform through a lightweight codec and could be used for so much more than editing."
Receiving encouragement from networks in the U.S. in late 2017, McDonough felt confident to invest his own money in the firm's future. He and his family bought a stake worth 5.5%. The chief shareholder is Streater, with other investors including asset managers Miton Multi-Cap (20%), Schroders (7%), and Harwood Hale.
"Even in 2017, companies were not entirely sure about cloud, but we could see that the general direction of travel was not going to get derailed. It was good timing, good technology, and the company was massively undervalued."
McDonough set about targeting the fast turnaround high value news and sports markets, specifically exporting the company's technology to North America. In 2018, sales from the U.S. doubled and now comprise 25% of revenue.

Proprietary Algorithms

Part of the pitch is that Blackbird's proprietary algorithms (previously spun into a codec called Osprey and the backbone to cloud production platform ForScene) are the product of years of iteration, test and development.
"H.264 and H.265 are fantastic for streaming high-quality content, but generally in one direction. If you try and manipulate those codecs back and forth in an edit environment, they suffer latency and frame inaccuracy."
By contrast, Blackbird's codec doesn't apply MPEG compression (typically Long GOP) standards and file formats to media, but works in software through JavaScript.
His analogy is that competitors that have tried to solve this cloud postproduction conundrum have put wings on a train to get it to fly, whereas "we created an aeroplane from the ground up."
The translation of Blackbird's platform into JavaScript last year means that it can be accessed and used directly from any browser at frame-accurate at speeds down to 2Mbps. It's available for Linux and Mac. The move increased its addressable market enormously, McDonough says.
Either from a live feed or from video files, a local computer (Blackbird's Edge Server installed on-prem where the original content resides) converts incoming video into the Blackbird format and immediately uploads it to the cloud.
"The cloud challenge has always been concerned with getting full-resolution video into the cloud and to work on it there," says Streater. "For a company with only average resources, that is expensive and impractical."
The Blackbird proxies are used both for playback (without pre-rendering) and for editing. The original content is only involved at the point of publishing—even then it does not hold up operations because publishing proceeds directly from the edge server where the content is being held, not the editor's computer.
Blackbird markets two main interfaces. Forte is a fairly extensive editor featuring several keyboard shortcuts for media pros that mimic how they would use other software. Ascent is a scaled-down version for news reporters in the field, marketers, or social media publishers to clip in and clip out to send to social or to other parts of an organisation.
The current iteration is Blackbird 9, with v.10 in the works. It has partnerships with AWS and Microsoft Azure as well as operating its own cloud instance.

Speed is Key

"Because we don't store original content, in the cloud, just the proxy files, and because Blackbird encoded versions can only be read by another Blackbird player or interface, the platform is highly secure," McDonough says. "The codec allows content to be viewed from the same point all of the time. That means a rights holder can allow unlimited sharing of a clip from their content, but anyone would be accessing it from the same point. Should there come a point where a rights package is no longer valid, you can just delete it once and all those links around the world will delete also."
Sports broadcast and digital services supplier Deltatre is using Blackbird through Azure to extend its OTT editing services for live and on-demand content for football, athletics, golf, rugby and cycling as well as an unnamed major US sports franchise.
IMG recently renewed a relationship with Blackbird, and MSG (Madison Square Gardens) Networks, where the media crew behind the Buffalo Sabres NHL ice hockey team in New York, are using the tech to access, edit, add closed captions and publish video highlights of the games to social media and TV.
Blackbird is claimed to be quicker at doing this than anyone else.
"MSG had taken 48 minutes using Adobe and they pushed us to be quicker. We do it in 3 minutes with Blackbird," McDonough says.
Australasian international rugby union competition Rapid Rugby and live streaming provider Corrivium wanted it in less than a minute.
"We just pushed our software hard, so that from the moment a try is scored in Sydney to publishing that clip on Twitter is 30 seconds. Five seconds after it's happened, the clip is live in Blackbird to be edited and pushed out to social."
Auto clipping is in demand, he says, and Blackbird has a partnership with Veritone with which AI layers can be added.
Nor has Blackbird moved away from post. A recent deal with A&E Networks is a large-scale, predominantly postproduction workflow.
"For [behind-the-scenes NYPD series] Live PD production executives are using Blackbird for review and approval. They could be sitting in an Uber looking at rushes and approving or annotating those on the fly."
He says the network plans to repurpose its content archive, and is in the process of encoding hundreds of hours into Blackbird, making the assets instantly available for production staff to clip and create new programming for digital channels.
"A few years ago, the commercial team of this company were chasing Avid and the toolsets were incredibly sophisticated. But it does not do everything Avid does. You're not making Game of Thrones on Blackbird. But for 95-98% of content out there, we are a very accommodating tool."
The company's growth is dependent on large-scale rollout of cloud post and distribution, but Blackbird believes the "problem of visibility" is industry wide.
"We can solve this issue by rolling out our Player and content creation tools within large OEM systems," says McDonough. "This is how I believe the demand for Blackbird will expand rapidly. There is a long way to go to achieve our goals, but there is an enormous potential market. We aim to build on our position in North America, especially among sports broadcasters and rights holders, OTT or SVOD customers, or any company dealing with large volumes of video and news media groups.
"The need for large companies to make video manipulatable and instantly visible across the whole organisation and its channels is at the very heart of what we offer."

Tuesday, 16 July 2019

Behind the Scenes: Toy Story 4


IBC
Pixar director of photography Patrick Lin explains how he brings a live-action filmmaking approach to computer animation.
Lights, camera, action! is the classic instruction from the director’s chair and still a pretty stable guide to the process of shooting live action. Computer animation inverts this but in many other respects is remarkably similar to real world shoots.
“The order is ‘Camera, action, light’ since the lighting takes longest - for some frames it takes hundreds of hours to render,” explains Patrick Lin, director of photography on Toy Story 4.
The most obvious difference between animation and live action is that everything is built in a computer but there are increasingly strong links between the two forms of filmmaking, particularly in cinematography. Legendary cinematographer Roger Deakins, for example, was consultant on Pixar’s Wall-E.
“My virtual camera is mathematically true to a physical camera,” Lin explains. “It has f-stop, lens distortion, depth of field and I can mimic camera movement with cranes or dollies as if on a physical set.”
As with live action, the DP has a choice of which lens and what type of camera movement will best fit the story. Pixar modelled virtual lenses on actual lenses for the first time on Inside Out, for which Lin was also DP. That film was also the first time the studio had used a motion-capture camera to film scenes in a feature animation, though it had experimented with this earlier on the short Blue Umbrella, which Lin also lensed.
He says: “All the previous Toy Story films were presented with an aspect ratio of 1.85:1 but for this we thought it would good to give the audience a fresh feel and a more cinematic experience so we decided to switch format to wide screen 2.39:1. In turn, that gave us the opportunity to use anamorphic lenses.
“We studied a range of lenses and honed in on Cooke Anamorphics. We studied their distortion, lens breathing and how the bokeh shifts so we could capture that ‘Cooke look’.”
Lin also deployed Cooke spherical lenses as part of his virtual camera package. “Toy Story 4 is about change; Woody is resistant to change but Bo Peep embraces it, so we use spherical lenses to illustrate Woody’s emotional situation and the depth of field and distortions that the anamorphics offer when Bo is in frame.”
That’s one example of the detailed thinking that lies behind the specific visual language created for the film.
Once a script is greenlit, the editorial team create stacks of storyboards (drawn by storyboard artists) cut together with temp sound and temp dialogue. This reel becomes the shooting script and informs the DP of the story beats they need to hit.
“I worked with ten layout artists on camera and staging,” Lin says. “We are working constantly with the editor to adjust the pace of the scene, blocking the characters, framing and composition. We give characters their first pose and establish the eye lines.”
Location shooting
The film’s co-DP Jean-Claude Kalache is responsible for lighting including colour and shadows as well as supervising the film’s grade and High Dynamic Range.
“We have built-in tracks and cranes within our computer,” says Lin. “When Bo is feeling emotional toward Woody, we want our camera to be more active and looser, so we mimic the use of Steadicam.”
It may sound obvious, but Lin also must keep in mind that he is shooting toys.
“We are filming toys, but we are not toy camera-operators,” he says. “On a Steadicam, when I push in, I am extending my arm. When we’re tracking the toys, I am walking back with them and taking human steps – ten steps for toys, five steps for human – so the scale feels more realistic.”
Lin referenced Hollywood classic Casablanca for its tracking shots and staging, as well as Kar-wai Wong’s In the Mood For Love. “Since our movie is a love story I liked how [Wong] staged the characters in proximity to each other and the camera progression throughout the film.”
Location scouting is another instance where live action and animation production blur. Lin, Kalache and the film’s set supervisor visited several antique stores local to the studio in San Francisco to prepare a key setting for the story.
“We took a GoPro and walked around to see it from a toy’s point of view,” Lin says. “That’s when we discovered loads of alleyways in between the cabinets and shelves that from a toy’s vantage point are avenues. It’s a cityscape.
 “We also realised that when you move a camera around an antique store it throw’s up really interesting visual patterns but it can also be hard for the eyes to focus. We had to frame the scene in a way that retained the jumble but offered clear storytelling and light it believably so we can direct light into the character’s eyes.”
They also shot footage of a real carnival, both from above and below, to assume the toy’s eye view.
You might expect animation to be precisely storyboarded with no wastage, every frame created making it to the screen. Surprisingly, Lin and director Josh Cooley can give the film’s editor, Axel Geddes, the coverage that you’d expect of live action.
“The camera and staging department will be inspired by the storyboards but won’t always literally put the camera where the boards indicate,” says Geddes. “With a special emphasis on reinforcing the clarity of the storytelling, camera will explore alternative ideas. Maybe a different camera move, maybe a combination of shots to simplify the beat.”
The moment Woody enters the antique mall is five shots in the film, but Geddes was given thirty different versions to play with – variants of camera movement, speeds and ways of Woody walking around.
“If a scene is forty frames, we don’t just do forty frames and give that to the editor - we cover it like a live action scene,” Lin explains. “First, we block our characters, then we shoot that with master shots and close ups and ensure we hit on all the story beats. We deliver that to editorial so they can find the pacing. If it makes sense for a character to turn three frames earlier to hook up better with the next shot, we tweak it. It’s a constant back and forth.”
Geddes says: “I will get tons of coverage. For the scene in which Woody meets Gabby Gabby it was a 4-1 shooting ratio. The thing in live action is that you are locked, and you work with what you have. But with animation, editorial can request new versions of a shot, or other ways of making a scene work in order to give it the right emotional impact. It’s a really collaborative way of working.”
VR innovation
Lin took a degree in live-action filmmaking at the California College of Arts. His first job in the industry was as a camera and lighting assistant for the stop-motion film James and the Giant Peach. That led to work as a motion control photographer on The Truman Showand X-Men. In 1997 he joined Pixar, was layout artist on A Bug’s Life, layout sequence lead on Toy Story 2, lead layout artist on Monsters, Inc., and director of photography on The Incredibles, and Up.
He began work on TS4 in 2015 when he was still involved in other Pixar projects back when the original plan was to make the sequel a romantic comedy. His work began in earnest in 2018 once the film’s ending had been agreed.
“Once it was decided that Woody is going to go with Bo the whole process was then to make sure we earned that ending. It was not easy to say the least.”
During the film’s four-year development, he says Pixar’s camera capture pipeline has improved significantly. “When we started out it was taking some time for us to capture directly into our proprietary software. It wasn’t robust but the time when we finished, we had a fully-fledged capture stage.” 


Friday, 12 July 2019

DNA is the key to massive long term storage

RedShark 
As we enter an era of unprecedented data the volumes generated will be so incalculably large that current storage and computer technology will buckle under the strain.
By some estimates, thirty years from now, the world will have produced as much as three septillion (that’s 3 followed by 24 zeros) bits of data. There simply may not be enough chip-grade silicon on Earth to store and process it all.
The solution could be all around us at the molecular level, in atoms, in DNA.
Before we all get Soylent Green visions of human flesh being farmed for its data storage capacity (that couldn’t happen, could it?) consider that the US military’s R&D arm DARPA has funded a breakthrough research project to store digital images in biological molecules.
For a paper published in the journal PLOS One, researchers at Brown University on Rhode Island showed that they could retrieve data stored in artificial metabolomes — arrays of liquid mixtures containing sugars, amino acids and other types of small molecules.
The presence or absence of a particular metabolite in a mixture encodes one bit of digital data, a zero or a one. The researchers used the scheme to encode and decode images in solutions, including one of a cat in file sizes up to two kilobytes.
That’s not big compared to the capacity of modern storage systems, but it’s a solid proof-of-concept, the researchers say. And there’s plenty of potential for scaling up. The number of bits in a mixture increases with the number of metabolites in an artificial metabolome, and there are thousands of known metabolites available for use.
There’s excitement about these findings because using these types of molecules for data storage could be simpler than using DNA.
Another potential advantage, the researchers found, is that metabolites can react with each other to form new compounds. That creates the potential for molecular systems that not only store data, but also manipulate it — performing computations within metabolite mixtures.
It’s early days of course and DNA has the head start. It’s considered the densest known storage medium in the universe and therefore perfect, if it can be made to work, for long term storage of movies and TV shows.

It could be essential for long term storage

HD video and virtual reality formats are already stretching studios’ ability to preserve their work let alone the celluloid archives which risks rotting in vaults.
Jean Bolot, scientific director at Technicolor Research says his company has been in discussions with movie studios about how they might employ DNA storage.
Microsoft is among those spearheading efforts to develop an operational storage system based on DNA. It wants at least a prototype of one working inside a data centre by the end of next year having already said it had stored 200 Mb of data in DNA strands, including a music video.
Formatted in DNA, every movie ever made would fit inside a volume smaller than a die.
As Microsoft points out, some DNA has survived for tens of thousands of years in mammoth tusks and the bones of early humans.
A parallel race is also on to build the first generation of quantum computers in anticipation that Moore’s Law, a pretty consistent theory of computing power, will soon hit its shelf life.
Quantum computations use quantum bits (qubits), which like the famous Schrödinger’s cat thought experiment, can be in multiple states at the same time. Unlike conventional digital computing which records data in a binary 0 or 1, a qubit can hold both values at the same time enabling the process of multiple options simultaneously and in a fraction of the time it would take even the fastest nonquantum systems.
Operating with nanoscale components at temperatures colder than intergalactic space, quantum computing has the potential to solve some of the world’s toughest challenges.
According to Microsoft, quantum computers would take just days or hours to solve problems that would take billions of years using today’s computers, and will enable new discoveries in healthcare, energy, environmental systems, smart materials, and beyond.
Offering a Quantum Development Kit – “everything you need to get started” – Microsoft makes it sound easy.
“By learning a quantum-focused programming language like Q#, you’ll be able to write quantum algorithms to bring these new, world-changing solutions to life,” the tech giant encourages.
A commercially viable quantum computing system will likely require a million or more qubits to achieve relevance but with the best efforts of Microsoft, IBM, Google and Alibaba only achieving some 20 qubits to date you begin to realise that we won’t be using a quantum desktop PC anytime soon.

Finecast: Audience data is the key

content marketing for Broadcast 
As viewers switch to on-demand, accurate audience data is more important than ever – and a new measurement tool from Finecast could be the answer.
As TV audiences fragment across a range of platforms and viewing behaviours evolve, TV advertisers are grappling with how to continue making best use of one of their most trusted mediums.
According to Jakob Nielsen, chief executive of Finecast, the developer of cross-broadcaster-targeted advertising solutions and a division of WPP-owned GroupM, the shift to on-demand is even more fundamental than most broadcasters realise, and advertisers are frustrated at the slow response.
“Traditional linear TV will change and most of it will eventually become on-demand,” says Nielsen. “Broadcasters need to adapt their thinking to on-demand and to embrace the power of addressability.”
Addressable TV technology promises pinpoint precision and improved post-campaign data. However, there are several barriers to overcome before it can steal a march on traditional linear advertising.
There’s a need for a single measurement currency, improved broadcaster collaboration and a shift in mindset to encourage more traditional clients to invest.
Like many in the industry, Nielsen notes the irreversible shift of viewing behaviour towards “unlimited content choices available on multiple devices at inexpensive monthly fees”, but he goes further.
“Today, all TV is on our terms,” he says. “Even if we watch a live sports game on the TV and we pause it just for a minute to leave the room, technically this becomes on-demand. This raises the question of whether everything will be on-demand in future.”
What’s more, the viewing landscape for premium VoD services is set to go into overdrive over the next year with launches from Disney, AT&T, Comcast, Apple and British broadcasters in the form of Britbox among them. Nielsen thinks this will lead to pushback from audiences.
“There is only so much that people are willing to pay for content,” he says. “There is a limit but with AVoD, they can hedge their bets.”
Amazon recently rebranded its IMDb movies and TV service Freedive to IMDb TV, positioning it alongside Amazon Prime Video as a free streaming ad-supported service.
Nielsen predicts that AT&T, Comcast and others will follow suit in offering an SVoD service and an ad-based product. In turn, that ratchets up the need for trusted on-demand measurement.
“It is becoming more and more complex to plan TV because viewing is across all these different platforms and devices,” says Nielsen. “We have thousands of TV planners all over the world who need to be re-educated. No one is measuring this on-demand world.”
Major brands recognise the unrivalled reach and large captive audience of the living room TV but are increasingly frustrated with the slow pace at which broadcasters are combining this with precision data. “It will take time for Barb to measure all this,” says Nielsen.
“It doesn’t have agreements with operators to use their router meters yet to help solve measuring STB or OTT viewing. Advertisers don’t see Barb measuring on-demand viewing so it’s very difficult for them to put money into an environment that logically makes sense but has no transparency.”
Channel 4 has been harvesting viewer data for several years, ITV is planning an addressable TV launch later this year on the ITV Hub in partnership with Amobee, and Sky has done what Nielsen calls a “fantastic job” with its Sky AdSmart product.
“It’s not as if broadcasters are sitting on their hands,” he acknowledges. “They are all pushing at this but Barb has taken too long. Our clients are impatient to see a metric that supports any on-demand platform running professionally produced content.”
Finecast is readying a measurement solution for on-demand viewing developed with a third party for release later this year.
“Broadcasters have to innovate and think in terms of partnership. No one can do this by themselves. But if you work with agencies and other broadcasters to add data then, provided you back it up with measurement, you have a fantastic value proposition that you can scale.”

Thursday, 11 July 2019

Facebook’s Video Strategy Shows Signs of Success: IHS Markit

Streaming Media
More evidence, if it were needed, that viewing to linear and pay TV services is subsiding while online and social media video consumption is on the march.
In a new report compiled by research analysts at IHS Markit, linear TV viewing in the U.S. declined by 17 minutes in 2018, compounding the 25-minute reduction of the year before.
What’s more, U.S. pay TV subscriptions declined for the fourth consecutive year (3.5 million subscriptions were lost compared with 2017), for a loss of 600,000 pay TV VOD-enabled homes.
At the same time, online viewing increased by nearly 21 minutes, driven largely by SVOD and social media sites.
Indeed, U.S. consumers spend more time watching video on social media than those in major European markets tracked in the report.
This is attributed to the 2018 launch of Facebook Watch and the increasingly video-centric approach of sister platforms Instagram and WhatsApp.
In a finding that will support the case short-form content service Quibi is making to advertisers, mobile devices have become a key area of growth in terms of video consumption, “particularly out of the home, as data plans become more affordable and screen sizes increase,” says Fateha Begum, principal research analyst at IHS Markit. 
“Connected living room devices, however, present new opportunities for social platforms to reach wider audiences particularly as consumer appetite for short-form viewing improves.”
Despite the preference towards OTT video services and cord-cutting, the TV set remains the most important screen in the household for video consumption, the report found.
More than 1.2 billion video-capable devices were actively connected to the internet in 2018, up 50 million from 2017. The majority of this growth was driven by connected living-room devices—connected TVs, set-top boxes (STBs), digital media adapters, games consoles, and Blu-ray players. 
U.S. households have an average of 1.6 connected devices attached to their primary TV set. However, the STB remains the most used device for video access.
Across all the markets studied for this report, including Germany and the UK, total time spent viewing television across platforms showed a decline as consumers increasingly turn to non-linear video instead.
“During previous years, non-linear television viewing was largely additive to traditional linear TV viewing, driving up the total number of minutes watched,” said research analyst Rob Moyser. “However, non-linear now has become an alternative for linear TV for many consumers. As a result, total cross-platform viewing time is returning to levels seen prior to the rise of on-demand viewing.”