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Creating Digital Content
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TEAMFLY
Team-Fly®
CREATING
DIGITAL CONTENT
JOHN RICE
BRIAN McKERNAN
McGraw-Hill
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DOI: 10.1036/0071420835
iii
CONTENTS
Introduction vii
THROW ANOTHER ANALOG ON THE DIGITAL FIRE:
CONFESSIONS OF A DIGITAL CONTENT CREATOR
Peter Bergman xi
WHAT HAPPENED TO CONVERGENCE?
Nobuyuki Idei, Chairman and Chief,
Executive Officer, Sony Corporation xix
CHAPTER 1: A DIGITAL PRIMER, SCHUBIN-STYLE
Mark Schubin 1
CHAPTER 2: ANY CONTENT, ANYWHERE, ANYTIME
Craig Birkmaier 33
CHAPTER 3: CONVERGENCE PROGRAMMING IN SPORTS
Michael Shapiro 47
CHAPTER 4: THE NEW DIGITAL CONTENT CONSUMER
The Accenture Media & Entertainment
Industry Group 53
CHAPTER 5: TOOLS AND THE TRADE
David Leathers 67
CHAPTER 6: THE NONLINEAR AGE
Bob Turner 79
CHAPTER 7: DIGITAL RECORDING
John Rice 95
CHAPTER 8: CGI AND DIGITAL CONTENT CREATION
Brian McKernan and Randy Cates 115
CHAPTER 9: AUDIO: MORE THAN HALF THE PICTURE
Tim Tully 131
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CHAPTER 10: THE CASE FOR PROFESSIONAL
COMMUNICATORS IN A DIGITAL AGE
Cameron Sanders 141
CHAPTER 11: THE PRACTITIONER’S VIEW
George Avgerakis 155
CHAPTER 12: OPENING ONLINE DOORS
FOR RICH MEDIA
Jon Leland 171
CHAPTER 13: RICH MEDIA AND LIVE
STREAMING MEDIA
Al Kovalick 183
CHAPTER 14: THE IMPORTANCE OF
WEB-SITE DESIGN
Nicola Godwin 203
CHAPTER 15: DATACASTING
Rick Ducey, SpectraRep, Inc. 211
CHAPTER 16: THE VIDEO “PRINTING PRESS”
Larry Jaffee 223
CHAPTER 17: THE DTV TRANSITION
Michael Grotticelli 233
CHAPTER 18: FORGET HDTV; GET HDTV!
Mark Schubin 251
CHAPTER 19: THE PROMISE OF DIGITAL
INTERACTIVE TELEVISION
Jerry C. Whitaker, Editor 259
CHAPTER 20: 2000: INTERACTIVE ENHANCED
TELEVISION—A HISTORICAL AND CRITICAL
PERSPECTIVE
Tracy Swedlow, Interactive TV Today, American Film
Institute–Intel Enhanced Television Workshop 275
iv CONTENTS
CHAPTER 21: DIGITAL CENTRALCASTING
Lowell Moulton, Senior Technology Consultant
Systems Integration, Sony Electronics Inc. 311
CHAPTER 22: PRODUCTION AND POSTPRODUCTION
FOR 4:3 AND 16:9
John Rice 335
CHAPTER 23: TELEVISION: THE “HIGH DEFINITION”
Bob Allen and Duncan Kennedy 347
CHAPTER 24: IN SEARCH OF THE NEW VIEWING
EXPERIENCE
Jerry Whitaker 351
CHAPTER 25: COMING TO A THEATRE NEAR YOU:
DIGITAL CINEMA
Brian McKernan 367
CHAPTER 26: USING 1080/24P OR 1080/60I FOR
DIVERSE PRODUCTION APPLICATIONS
Laurence Thorpe 377
CHAPTER 27: LOW-REZ
Scott Billups 391
CHAPTER 28: INTERVIEW WITH GEORGE LUCAS:
BREAKING THE CELLULOID CEILING
John Rice and Brian McKernan 401
CHAPTER 29: INTERVIEW WITH JAMES CAMERON:
3D DIGITAL HD
Brian McKernan, Editor 417
Glossary 433
Index 475
CONTENTS v
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vii
INTRODUCTION
Humans have been making pictures for millennia. Roughly
a century ago they learned how to make them move. As
the decades progressed, movies, television, and—more recently—home video and the Internet have enhanced communication and defined human experience as never before. Color,
sound, and other innovations continually improved the moving
image, and today it is a global lingua franca that transcends
international borders, cultures, and traditional languages by
being visual.
As the twenty-first century begins, humankind’s other major
information technology—the computer—is revolutionizing the
moving image. The technologies of computers and television
have been on a collision course for some time, sharing a purpose that includes the precise capture, storage, manipulation,
transmission, and presentation of information. Both even use
cathode-ray tubes (CRTs) for display. Computers, however,
process information digitally—as a series of 0s and 1s—an efficiency that provides many advantages when applied to movingimage technology. And as computer microprocessors and related
components become ubiquitous in everything from cars to
toasters to toys, they grow in power and decrease in price.
The digitization of moving-image technology is by no means
complete; broadcast television’s transition to digital is moving
slowly, but it is already having a major impact. Video and film
production are going digital, and in the process gaining
improved tools for creative expression and affordability. New
computer-based storage, playback, and display devices are
expanding uses for moving-image content. And the Internet is
providing an instant, global means of content distribution.
In such a digital environment, distinctions between specific
forms of moving-image media begin to blur or disappear altogether. A stream of digital data comprising moving images and
their accompanying audio can be scaled for multiple uses,
depending on how much picture and sound information is necessary. Movies, TV shows, videos, and even simple computer
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presentations become, in truth, a quantity of data existing as
binary digits, or bits. The moving images that have traditionally
been defined according to the technologies used to create and
display them are now liberated for multipurposing; they have
become, in reality, “digital content.” This new world that moving-image creatives find themselves in at the dawn of the twenty-first century is what this collection, Creating Digital Content,
is all about. The impact of the digital content creation age is
only just starting to be felt. This book is intended to introduce
the reader to a broad range of existing areas that are being
affected, and, in so doing, enhance understanding of this fundamental industrial transition, business opportunity, and communications revolution.
Although we do not anticipate that the many areas encompassed by digital content creation will see overnight change
(e.g., feature filmmakers won’t suddenly become indistinguishable from corporate video professionals), we do feel it’s imperative that those in the video, motion-picture, broadcast, news,
entertainment, Internet, and education sectors understand the
nature of the changes wrought by digital content creation revolution. First and foremost is that program production is being
democratized, with increasingly more affordable—and yet
powerful—technologies. And whether for entertainment, education, business, or other purposes, digital content can be consumed via a growing array of devices. This situation opens up
potentially rich new possibilities for content creators, but it
also increases competitive pressures. Ultimately, it will be creative talent and innovative thinking that will determine success. Digital is a great equalizer that reduces the cost of entry,
but we should remember that Shakespeare did quite well without a laptop.
Digital content creation technology has many intriguing
possibilities. Assuming there is sufficient data, content can be
repurposed for multiple displays: theatrical movie screens, consumer televisions, small computer windows, or even hand-held
devices and cell phones. As data, moving and still images are
assets that can be managed—stored, cataloged, indexed, and
repurposed with minimal or no loss in quality. Archived news
footage can be retrieved instantly for broadcast. Images or porviii INTRODUCTION
tions of images can be digitally “cut and pasted” for economical repurposing in alternate versions or to customize advertising for different demographics. A high-resolution
three-dimensional computer graphic can be used to mold a
solid object; a two-dimensional image from a digital movie or
TV show can be output in printed form as a billboard, a book,
or even a t-shirt.
The uses applied to digital content creation tools will be
determined by the creative talents using them and by current
and future market forces. As time goes on, HDTV, interactive
cable, and greater Internet bandwidth will present further challenges and opportunities to moving-image professionals. We
have assembled a collection of essays by a broad array of
uniquely qualified experts who have graciously provided the
background, tutorials, and analysis necessary for understanding many of the changes brought about by the digital content
creation age. We are grateful to these contributors, all of whom
tackled topics worthy of separate books in their own right.
It is our hope that this edition will enable moving-image professionals to adapt and prosper in these changing times, and to
participate in the evolution of what is, in the end, storytelling,
one of humanity’s oldest and most important forms of communication, welcome to the Age of Digital Content Creation.
John Rice, Brian McKernan
August 2001
INTRODUCTION ix
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TEAMFLY
Team-Fly®
xi
FOREWORD
THROW ANOTHER
ANALOG ON THE
DIGITAL FIRE:
CONFESSIONS OF A
DIGITAL CONTENT
CREATOR
PETER BERGMAN
For 25 years I had no trouble describing what I did or who I
was. I was a comedian, an artist turning out high-end comedy on records and stage with my band of brothers, The
Firesign Theatre.
But those halcyon days are over thanks to the advent of the
digital revolution. Ah, the digital revolution, operating at 800
million clock cycles a second, processing 11 trillion machine
decisions every 20 minutes, and producing four ex-billionaires
every six months. I should have seen it all coming with the
arrival of Bill Gates, the Kubla Khan of the Nerds. He does
possess the perfect digital name. Think about it: Microchips
are nothing but millions and millions of little gates opening and
closing, and he’s billing us for it.
In this strange new cyber landscape, peopled with the
Princes of Packet-share, the Esquires of E-Commerce, the
Browser Barons, and the Dukes of URL, I could no longer
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compete as a simple artist; I’ve had to reinvent myself as a “digital content creator.”
Me digital? How could I, the last baby born before the
boom—how could I, the youngest member of the generation
whose oldest member is Bob Dole, ever hope to be digital?
I certainly didn’t grow up digital. The only computer I
encountered as a schoolboy was a picture of the Univac on the
front page of Life magazine. It looked like a giant black toaster
that took up three rooms. In college I was never in the same
room with a computer, which explains why I failed to grasp
Shakespeare’s underlying inherent interactive message when I
studied him in freshman English:
2B~<2b
The first great Boolean inequality in modern literature, and
I missed it!
I had a chance to go digital back in the late ’70s when a
buddy of mine built an 8080 Imsai computer out of a kit. That
was no help. I’ve never been able to build anything out of a kit.
I tried twice. The first, a Heathkit voltmeter, which never registered a single volt. The second, a pair of Heathkit walkietalkies that neither walked nor talked.
Like it or not, I had to get on board the digital train before
it left me at the station with the rest of the Luddites, blind men
all, tapping their way into the future on their manual typewriters. Fortunately, I woke up just in time and joined the swelling
ranks of the early adapters. Now, I buy the newest and fastest
computer the minute it comes on the market. I run home
immediately and set it up; and then to nip that nagging feeling
of buyer’s remorse right in the bud, I turn on my old computer
and pour what’s left of my Big Gulp into the mother board of
that slow, obsolete, useless Pentium-assed dinosaur that I paid
beaucoup bucks for six months ago.
So now I’m a bona fide digital content provider and
although this brand-new job description is great for picking up
Web Mistresses in Silicon Valley, it does have its inconvenient
side when it comes to actually delivering comedy in the digital
environment. A caveat here: If you, gentle reader, are tasked
with designing nothing more entertaining than the home page
for a plastics extrusion company in Indianapolis, then you may
xii FOREWORD
skip the upcoming paragraph on the perils of fashioning comedy bits out of bytes. In fact, you can blow off this entire chapter and move on to the nether realms of this worthy tome,
where weighty thoughts and globs of impenetrable computer
code await you.
Now that those humorless drones have fled, we can return
to the challenge of delivering entertainment in the digital
mode. Five years ago I created PYST a best-selling CD-ROM
comedy game, based on a parody of the much better selling
adventure game, MYST. I learned straightaway that the sense
of timing I had developed performing before a live audience
was of no use to me in the realm of digital interactivity. On
stage, I could develop a joke, nurse the audience, hold them
until I was ready, and then wham!—hit ’em with the punch
line. Not so, when the audience is on the other end of a CDROM or out there somewhere floating on the Internet. There’s
no real time and space connection between me, the provider of
digital ha-has, and the bozo or bozoette stroking the mouse. I
lay out the joke, and they can wait for bloody ever until they
decide to click for the punchline.
To entertain and amuse via the digital domain is no longer
an issue of split-second timing, but of providing your interactive audience with humorous situations and icons that intrigue
and inspire them to click on and experience the joke. In PYST,
for example, there’s a screen that depicts the lawn in front of
the main temple. No longer the idyllic greensward portrayed in
MYST, I had transformed it into a decidedly low-end trailer
park. Click on the dog and he relieves himself on a marble
plinth. Click on the dilapidated Airstream and hear the TV
inside the mobile home blare out a promo for Ken Burns’ new
12-part documentary on “Hopscotch” or an infomercial for the
latest in careers, reading books backwards for blind Satanists.
Five years ago when I crafted PYST, I also launched
RFO.NET, a Web site that offered a rich menu of streaming
and downloadable comedy routines, which included the talents
of John Goodman, The Firesign Theatre, and a bevy of Los
Angeles humorists. Back then, the equation was fairly simple:
“me” plus “media” equals “multimedia,” but in the ensuing
half-decade the variables have increased enormously. To bring
THROW ANOTHER ANALOG ON THE DIGITAL FIRE xiii
RFO.NET up to speed, I have had to offer streaming video
files, chat-room access, Shockwave animation, and an everincreasing assortment of bells and whistles that I have to ring
and blow just to avoid being wiped out as I surf the bitstream
in the digital pipe.
And that’s just the Web. All you emerging digital content
providers have to wrestle simultaneously with the ever-expanding
palette of digital content distribution channels—live, tape, broadcast, narrowcast, satellite, and the burgeoning intranets, which
are hungry for formats that will keep the worker bees stuck to
their computer screens while the boss reels out the company line.
Then there’s the matter of the competition. Any ordinary
citizen in this post-modem world can put his or her hand on his
or her PC and declare, “I am a digital content provider!”
Example, my neighbor, Dot Broadband. Once a typical
Stepford Wife, she has up-stepped herself into the digital
domain, Web casting “Dot’s Home Page Cooking” from her
kitchen and making real bread along the way.
That being said, there’s a ton of good work waiting out there
for you real professionals; and nowhere else has the rapid
onrush of digital content creation posed so many challenges
and opportunities than in Hollywood, where the Hot Shots and
the big-time Suits gamble umpteen millions of dollars on the
latest blockbuster. That’s where the most glamorous cyber jobs
reside; so I think it only meet that I let you in on the latest digital dish from Tinsel Town.
In Hollywood, the stars are lining up on both sides of the
digital divide. Case in point, my lunch last week with
Braveheart and Ms. Icepick at Baldy’s Le Dome, the glitter
eatery on the Sunset Strip.
Braveheart was real excited with his latest cutting-edge
encounter with digital filmmaking.
“Ever since I laid in that all-cyber Irish army in Braveheart,”
he said, “I’ve learned there aren’t any actors, just gigabit parts.
Now, I’m in the middle of lensing the sequel and thanks to the
digital pipe they laid in my back-yard, I don’t have to go over to
the set any more to be me. I just show up in my Home
Entertainment center in this blue jumpsuit, and the studio
remotely renders my costume, hair-do, and skin color. Then, I
xiv FOREWORD