Digital Video Symposium:
Houston
July 26 & 27 1995
By Roger B. Wyatt
A group of presenters from
Razza Digital have been criss-crossing the country, spreading
the word on digital video by means of presenting moderately priced
two day symposiums on the topic. I caught up with them in Houston,
the land that humidity never forgot. I went expecting a current
awareness update on hardware and software, some demos, and pitchmen
in autosell mode hurling product feature spiels at me. Instead,
what I got was structured knowledge, presented in an insightful
manner by a group of knowledgeable and talented speakers. I got
to see hardware and software as well. The road trip is over for
now, but it appears that there will be another national tour
in the Spring and Summer of 1996. Call Razza at 1 (800) 261-7690
for more information. It is a symposium well worth attending.
Walking into the conference
hall, it looked like a high-tech rock stage... dim lights hanging
on a lighting grid, glowing equipment... the mission control
look that tech heads know and love. A band on tour. Somebody
high tech like Thomas Dolby or Tod Rundgren is going to play
here. But no....
Carolyn Goates, the first speaker, got the proceedings off to
a good start. "When it's a revenue stream, you really care
that it works." After that statement, she had everybody's
attention. She held it too. Carolyn raised many of the themes
of the next two days. These themes included technical context,
structure, and requirements for Digital Video as well as the
economic and personal implications for individuals using these
systems.
Goates observed that digital video provides for creative control.
Concept dissonance. It occurs when an idea is translated from
the mind of an artist into the mind of a technican. It's greatly
reduced, if not eliminated, by putting powerful tools directly
into the hands of the artist. Further, Digital Video is a tool
for empowerment by means of economic independence. The equipment
costs less than analog video and it's a better return on investment.
This adds up to a democratization of the moving image via easier
entry to the field.
One of the benefits of the symposium was examining Digital Video
from multiple perspectives. It's an approach that enhances understanding.
Most symposium attendees were either video-oriented or computer-oriented.
Few were both. Accordingly, the overviews of both video and computing
were extremely helpful to the attendees. Carolyn Goates provided
an overview of the computing context of Digital Video.
Carolyn spelled out the three C's of Digital Video:
Conversion: From analog to digital.
Capture: Digitize the footage.
Compression: With codecs such as Truemotion-S, Cinepak, Mpeg,
Indeo, and motion JPEG.
Quicktime is the backbone of the Digital Video system. It is
an operating system software extension, part of the operating
system. Quicktime is cross-platform, running on both Macs and
PCs. Theoretically it could display 30 frames @ 60 fields per
sec the size of a billboard. Quicktime 2.0 can display 1/4 screen,
30 fps imagery in software only, with no help from hardware.
With hardware support, it can do much more. Clearly Quicktime
is powerful.
Carolyn Goates' overview continued. Once digitized, the imagery
is edited in Premiere 4.01 or other non-linear editing apps.
When completed, the footage is transferred back to video, converted
from digital back to analog, in realtime playback on a hard drive
directly onto tape. Print to video.
According to Goates, the Digital Video bottlenecks are CPU speed,
rendering time, transfer time over the bus (PCI, Nubus, etc),
hard drive speed, data transfer rates, and large storage requirements.
She pointed out that there are three variables that can be manipulated
to overcome the bottlenecks: the size of the window, the resolution
of the image, and the rate of frames per second.
David Barrett was the next speaker. Barrett told the symposium
in no uncertain terms that Digital video is about communication
and making money. He pointed out that operating system superiority
discussions have no place in the context of making money with
Digital Video discussions. Clearly David Barrett is a no-nonsense
and sensible man.
His point of view regarding Digital Video is based on a model
of ever accelerating technological accquisition and change. Already
we are approaching one hundred years of continuous technological
change in motion pictures. It continues in digital. Quicktime
started as "The hall of the dancing postage stamps",
a trivial beginning. However its importance lay in the fact that
Apple could do it. Apple Computer created a data type for dynamic
data. In only four years since the introduction of Quicktime,
it has developed into a form that is constantly implemented in
a broadcast environment.
The theme of continuous change extends into careers. "Hi,
I make digital videos. Before that I was a plumber. Before that
I was a brain surgeon." Barrett observed that we are in
an age of three different careers over a lifetime.
He told a story regarding how broadcast designer Flavio Kampah
and his then partner got going in Digital Video. "They came
to the west coast and discovered starving." An editor at
Razza Digital lent them a Radius Videocaster and Premiere system
for a weekend. They used it to put together a demo for a Fox
Network open call showing of storyboard proposals regarding a
new opening of their program American Gladiators. Everyone else
showed traditional paper-based storyboards. Kampah and his partner
presented their concept realized in Digital Video. Kampah thought
it a demo, but the Fox execs thought it finished work. They bought
it on the spot for $8,000. From then on Kampah and his associate
never looked back. "They have careers based on this stuff.
They believed they could do it."
According to Barrett, in order to make money with multimedia,
you must think about where you want to go and start doing that
work. To get started, do high profile work for those who can't
afford it, non-profit. It is more impressive than cable ads for
resturants and car dealerships. Demo the capability, that's what
a reel is for.
The most important thing you can market is you. Barrett presented
a recipe on how to lose clients: Don't meet with them. Show them
your ideas, not theirs. Tell them the're wrong. A more effective
response is to stop talking and start listening. Then guide them.
How much to charge? Between $5,000 and $50,000 there are lots
of jobs. Barrett advised charging according to your experience
and your demo reel.
Barrett presented a fairly standard rate structure with a basic
baseline, then effects on top:
$1,000 per minute for industrial.
$1,500 per minute for cable.
$5,000 per minute for broadcast.
$250 per graphics screen.
Structure this as costs per hour plus 15% contingency, plus changes.
Get approvals in writing. Work for the decision maker. Digital
video is a service. Make the client happy. Price the project
at what it is worth.
He had effective budget proposal strategies. Line item everything,
but showonly one price at the bottom. This avoids a client picking
their way through the proposal arbitrarly eliminating items,
like fades and dissolves, in order to lower the price. Regarding
payment: 33% advanceupon signing, 33% upon completion of production,
33% at completion on delivery. Have someone else collect if there's
a problem.
Enter festivals, any good kudos help build a reputation. Everything
you do in Digital Video is an investment.
Do what you're good at and hire for what you're not. You must
be proactive and positive. All of this is sensible and effective
career development advise. David Barrett makes an important point.
So often the solution to what one is trying to accomplish with
technology is to be found not in the hardware. Rather the solution
lies in the thoughtware
and context that surrounds the technology.
He went on to discuss Digital Video platform requirements. The
Power PC is becomming an important development platform. 24 megs
of ram is the absolute minimum necessary to produce Digital Video.
80 megs is the maximum you will need if you are multi-tasking.
For storage RAID (redundent array of inexpensive disks) have
large mass storage capability. They can stripe data.
Barrett observed that software replaces post rooms. Video, audio,
image processing, graphics, 3-D drawing, interactivity, CD-ROM
mastering, MIDI sequencing, all can be done within software.
It is both the deindustrialization as well as the informatization
of video. This is uncharted waters for everyone. Accordingly
he asked, "Who are the experts? The users are, not the manufacturers."
Most importantly Barrett observed that development systems are
different from distribution systems. They are much more demanding
of capability. One shouldn't mistake one for the other.
He took the symposium through the process of putting a system
together. You can sift through mis-information. Pick a system
by asking specific questions requiring yes or no answers, rather
than listening to a barrage of feature-benifit factoids from
a salesman. From the yes-no pattern, the answer will be self-evolving.
Understand your needs. Understand the project. Understand the
audience. Determine the scope of delivery platforms. Create proper
work environments.
Barrett described three types of systems. Dedicated systems are
single use and oriented towards horizontal editing. Media 100
and Avid are examples. Hybrid systems are a kit. You build it.
They are the gateway to world of Quicktime. Hybrid systems are
more valuable than dedicated systems. They integrate more easily
into edit suites. The third type of systems are multi-use systems.
They are a general purpose computer configured to do non-linear
editing as well as writing, bookkeeping, and everything else.
Avoid them, they are trouble. Stuff conflicts with other stuff.
Restrict your platform use to the designated application. Avoid
problems, don't use Multi-use systems.
On the other hand do maintainence. Ask manufacturers about your
cpu. Keep an operations log. Enter additions of software in it.
Trace every error. For effective customer service have a complete
description of the system info ready when you call. In this regard,
he noted that resellers are in effect someone to partner with
in complex systems.
Next was Tech futures. The important developments that Barrett
identified were:
PCI cross platform cards.
CHRP (Common Hardware Reference Platform) IBM, Mac, Clones all
running Windows and Mac software.
COPLAND. The next version of the Mac operating system. One feature
will be realtime 3D object rotation.
He also threw in TWA. That was a joke.
Barrett had several observations regarding both the flexibility
and life span of Digital Video equipment. First, the notions
of plug-in and upgradibility of the digital approach versus the
toss and upgrade approach of analog, Betacam, for instance, is
a important benifit. Networking equipment is an approach that
can prevent obsolescence. These are tools and they can be repurposed.
Thus they will find a place in your system.
He discussed video putput quality levels. Barrett identified
three levels as CD-ROM, Industrial, and Broadcast. RS-170a is
the basic broadcast standard. For on air broadcast, programming
must CONFORM, not be compliant with RS-170a. "Engineers
are tought not to smile."
There were observations and comments on Hi-8. The Gulf War was
a Hi-8 production, establishing it as a broadcast format. "Iraq
is now a Hi-8 country." However Hi-8 doesn't duplicate well
to itself. It is prone to both dust and drop outs. He identified
Fuji as having an excellent Hi-8 tape. But going from Hi-8 to
Betacam is awesome. Hi-8 to S-VHS is very good as well. Barrett
pointed out though, that Hi-8 is going to be replaced by small
format digital in the next 18-24 months. Continious change. He
also felt the new DVC-PRO digital tape format from Panaconic
was very pomising. In fact it is equal to D2 in quality.
As Carolyn Goates had laid computer fundimentals for Digital
Video, David Barrett, laid out Digital Video broadcast essentials.
He started with the rock bottom basics. Imaging is a result of
the relationship between between light and an imaging source.
Degrees Kelvin is the standard for measuring the color spectrum.
Black, red, on through to blue and white. Just because you can
see an image doesn't mean you can get the color on tape. Available
light isn't the answer.
Many of his asides were quite interesting. The Sony Trinitron
patent has expired. Expect to see a lot of clones. Trinitron
is a single electron gun tv picture tube coupled with rectangular
pixels. It makes for very sharp images. This led to a discussion
of dot pitch, a measure of resolution in monitors. A smaller
number is a sharper number. Dot pitch is the measurement of the
distance between the center of on screen dots (pixels). Broadcast
is measured at 72 dpi.
He reviewed the global standards for encoded video. There are
three, NTSC, PAL, and SECAM. they all create frames by interlacing
odd and even fields. For computer oriented people the complexity
of analog television often comes as a relelation. For those with
a video background it is helpful to have a refresher on basics.
He explained how 3/4 inch video gets the equilivant of one inch
of video information by recording diagonaly of the tape and spinning
the record heads as well. It's called helical scan.
Barrett characterized the control track as formatting for video.
Continuing with structure, there are twenty two lines that are
blank at the bottom of a video frame. Most of them are empty.
However line nineteen is where the color information is stored.
The standard frame rate for color video is 29.97 frames per second.
30 frames is the standard frame rate for black and white.
SMPTE time code is a video essential. It is the id of every field
and frame in a production. There are several kinds. Drop frame
time code keeps track of time. Broadcast uses it. Non-drop frame
time code keeps track of frames. Editors use it. He identified
the address track as the location of SMPTE time code.
"The image is only as good as the waveform." It's expressed
in I.R.E. measurements. A waveform monitor measures color while
a vectorscope monitor measures voltage and phase. This can change
over distance, for instance caused by long cable runs. A Time
Base Corrector (TBC) and a proc amp control these factors.
The video/computer interface was examined. RS-422 Serial control
of video decks with a 9 pin D connector is the most common form
of interface. This is how computers can control video decks.
There are other standards, for instance the VISCA Sony standard
for control of decks.
Barrett introduced the topic of editing. The next two speakers
would expand considerably on it. He identified several editing
methods, assemble, crash, and insert. For quality work insert
s the preferred mode.
From a hardware perspective, the basic analog system for A/B
editing consists of an edit controller, 3 decks, a waveform monitor,
vectorscope, reference sync, etc... Complex. Non-linear becomes
a simplifying system. It's complex inside while remaining simple
on the outside, the users perspective.
Barrett emphasized that the experience of analog is important
to digital. It is the context of digital. At least for the time
being.
He returned to his model on the acceleration of technological
acquisition and change. In 1954, twenty minutes of film cost
$2,000. In 1995, 2 hours of video cost $8. Democratization and
opportunity are the consequence. From a Digital Video perspective
this is just the beginning. "Evolution requires change."
A change in perception is required by gatekeepers. This would
become a theme of the next speaker.
The next speaker was Taz Goldstein (Taz
Goldstein Web site). He spoke with wit and knowledge. He
continued the theme of personal economic and expressive empowerment
through Digital Video on the desktop. He's a broadcast designer,
an Emerson College grad, with a Broadcast major. After graduation
he became a screener for America's Funniest Home Videos, where
he watched hours of home video. Now he owns Glyphics, a broadcast
design company with national clients. Taz went from a staff guy
to a freelance guy to owning his own company. Clearly Digital
Video has become a tool of empowerment for Taz.
He showed his demo reel and talked about it. It was quite impressive
with many national accounts. Nissan and J C Penny were among
them. Goldstein talked about the process of putting together
these projects.
Among the more interesting apps Goldstein used were Cameraman
and Logomotion. He used Cameraman (Utilities Unlimited) to capture
on screen computer activity, like typing text. Text typing itself
to the screen was an important element in several spots. The
program makes a Quicktime file of on-screen activity. Taz used
it as a creative element. It captures exactly what was done on
the screen, even typos and backspacing. Cool. Logomotion, I've
seen it for $109, automates the making of animated flying text
and logos. It's a very easy way to get ray traced, lit, 3D animated
logos into a production.
He spoke of the importance of getting hardware and software manufacturers
to support your efforts. Constructive engagement, Kissinger would
have called it. Get to know people in the company. As David Barrett
said earlier, the real experts are the users, not the manufacturers.
Taz supported this point. The manufacturers will work with you
to develop new features based on your perception, experience,
and desires.
He showed his pilot teen travel program, The Wanderers. The half
hour program was shot on Betacam and edited with Radius and Premiere.
It was produced all in house. It cost $1,000 in out of pocket
expenses. It looked good. It was an example of digital voodoo
economics at work.
The Tek stuff Goldstein used was pretty modest to accomplish
the project. It consisted of a Mac with a 68040 cpu, 24 meg ram,
and 1.7 gig hard drive. He captured at half screen (320 x 240)
using PRO-VTR to get footage into Premiere. Then he edited in
3 min chunks. The end result was blownup in software to full
screen during the print to video. That way you get both a film
look and a grunge look. Cool.
Persona Cognita
An interview with Taz Goldstein.
Goldstein pointed out that digital technology can be integrated
into an analog video editing suite. Studio Recorder by Radius
can act as a frame accurate insert editor.
Taz made several interesting comments about the changes that
that will inevitably occur in the existing industry structure
as a result of desktop video. Post houses, for instance, will
reconfigure into standards conversion services providing a needed
service to desktop editors. He also observed that there is a
need for a learning curve for clients regarding a living room
based society. Inspite of all the talk about telecommuting and
SOHO (small office home office), to date, the corporate culture
hasn't assimilated the changes.
His pragmatic "Any cpu power will help" comment echoed
Barrett's notions of the upgradability and repurposing of the
digital approach. What Goldsteiin was getting at was that as
newer and faster computers are accquired, renderings and other
tasks can be distributed out to as many machines as are available,
regardless of their speed. Pragmatic advise.
Goldstein demoed Premiere. It's a program that is strong and
well suited to vertical editing. This means the stacking of elements,
thus causing multiple materials to occupy the same space by means
of overlays and underlays. (As of July 95) Premiere 4.01 is Adobe's
latest version. The program makes certain system demands. It
requires a minimum of 24 megs of ram to use effectivly. Figure
on 6.5 minutes per gigabyte when working at broadcast quality
levels. In pixels, a frame size of 720 x 486 or 640 x 480 is
sufficient for video. Larger isn't necessary. Taz had the details
as well as the big picture well in hand.
Goldstein made an excellent point when he advised not to let
an initial investment in hardware and software drive the rest
of the development of the system. It's all too easy to say now
that I have spent $300 dollars on a particular card, I'm permenantly
committed to a system in order to protect that first $300 dollar
expenditure. All too often that can lead to distortions that
can lead to great losses in capability.
Taz summed up one theme of the symposium when he said, "You
don't have to get rid of what you have, but you do have to move
forward." Again the imperative of continuous change and
adaptation was raised.
Stephen Recker, the next speaker was earnest but friendly in
manner. His knowledge was coupled with an enthusiasm for the
field. He too is on the Razza Digital staff. Recker, a muscian,
showed a music video of himself. He was quite good, a cool jazz
guitarist. He covered topics in digital audio, multimedia design
and development, and Quicktime VR.
On audio, Recker presented a problem solving approach. He tackled
the issue of getting clean, no-noise audio samples and soundtracks.
For instance, the grinding and crackling sound that can happen
at end of a sample can be eliminated by using hardware compression
during digitizing. Once sampled if one is faced with a noisy
soundtrack, NO NOISE by Sonic Solutions provides excellent, but
expensive, digital noise removal. Cybersound FX, an audio plug-in
for Premiere is yet another approach to reduce noise. Delay,
noise reduction, and compression are among the additional capabilities
of Cybersound FX. Steve observed that 8 bit sound sampling is
sufficient for voice.
Covering an array of apps, Recker pointed to Opcode Studio Player
linked to Radius Video Vision as providing a powerful soundtrack
development environment. Recker used Soundedit 16 for audio digitizing
and waveform editing at 44.1k resolution (CD spec). The program
has the capability to spot sound effects. This means setting
up the soundtrack so when someone knocks on a door, the sound
is synced to the picture.
Steve also provided a quite effective strategy to using equalization
to shape the sound of a soundtrack. His approach works regardless
of whether digital, film, video, or for that matter radio, sound
is involved. Use subtractive EQing. Inexperienced audio mixers
often constantly raise the levels of equalization pushing all
bands towards overdriven distortion. Instead, listen to the tracks.
Find out what track is blocking up the mix, hiding other sounds
or frequencies and remove it. Nothing gets overdriven this way.
Recker even introduced automated audio mixing environments. New
software releases such as Deck II and Session 2.0. provide this
capability. He raised interesting developments such as Vocal
Fonts. You speak in, but George Burns voice comes out. The product
is coming.
On multimedia development,
Steve approached the topic on a design level as well as an operational
level. He made several astute observations about a good user
interface. Recker advocates no obvious "click here"
directions. Rather things are implied. This leaves decision space
for the user to interact with the material. However, if after
thirty seconds or so, the program senses no user clicks, then
a little movie opens up with a guy telling you what to do. This
is a subtle but effective approach.
Steve emphasized the importance of speed in multimedia and World
Wide Web design. Do what one can to accelerate the operations
of projects. If the project is cross-platform, then think ahead.
Plan for it early. For instance Quicktime is a cross-platform
data set. However it must be flattened for cross-platform use.
This means compressing data and resource fork files into one
file. Quicktime requires three megs per second data throughput
for full screen broadcast video. However only 180k per second
data throughput is required for cd-rom. The nature of the project
dictates the hardware requirements that are necessary to complete
it.
Steve pointed out a very interesting and very useful element
of Quicktime 2.0: there is a text track available that is invisible,
yet searchable. This feature is found in both the Windows and
Macintosh versions of the program. With this feature, one can
implement a database search of Quicktime footage. This is how
Voyager made their cd-rom of A Hard Day's Night searchable. By
entering, for example, Paul in the text track every time McCartney
appeared on screen, one creates the means to conduct a search
of every instance in the film where Paul appeared. Powerful stuff.
Recker turned his attention to Quicktime VR. It is a very cool
extension of Quicktime. It is a means of creating a 360 degree
environment where the user can, at will, explore in all directions
a particular space. This is a very acessible form of virtual
reality. For developers there are $500 in software costs. Steve
highlighted Quickpan, a tripod head configured to create the
panaroma series of still shots that will be stitched together
in Quicktime VR to create the 360 degree environment. A variety
of development applications, including Hypercard and Director
can support Quicktime VR. Studio Pro can render out Quicktime
VR files. It supports Virtual Reality Markup Language (VRML)
as well.
In the middle of Recker's presentation, the computer got hammered.
There was a total equipment crash. However, there was an equally
impressive recovery undertaken by the presentation team. This
too was instructive in it's own way. Because it demonstrated
that even though things go wrong, as they do with any technology
(driven a car lately?) there can be effective responses as well.
It was the only technical glitch in two full days of presentations.
This is as good as it gets.
At the end of two days, the brain dump was complete, with an
impressive amount of information transfer having occurred. Be
sure to catch the 1996 series. It is well worth it.
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