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opportunities for innovation and speed of creation. In this session, authors explore two advances which contribute to the effi ciency of the workfl ow. First, the development of an app-based news service where journalists not only create the stories but drive the whole content creation and delivery processes. The design must therefore focus on ease of use with intuitive interfaces. The second cloud presentation delves deeper into the technology involved in developing a hybrid premises or cloud-based system for live and production workfl ows. It focuses on the JT-NM reference architecture and it will be seen how this allows media to be input from anywhere and stored either locally or in the cloud, and staff can work in any place which has a reasonable internet connection.


ST-2110 ON MODERN IT INFRASTRUCTURE: HOW DIFFICULT IS IT?


The goal of leveraging modern high-performance IT fabric for professional media handling is laudable. But just how diffi cult is it? And how close to commercially off the shelf (CoTS) IT equipment are we? In this session, viewers will learn from an expert who lays bare their practical experience of the complexities and challenges of implementing ST-2110 and asks whether this is the right solution to achieve the goal. In the second paper the author demonstrates a state-of-the-art GPU/DPU in a Microsoft Windows device outputting ST-2110 to a networked attached display.


5G: DELIVERING ON THE PROMISE


Scratch below ‘5G is faster’ and you’ll uncover a technically sophisticated framework with detailed architectural solutions designed to support many new use cases and business models. In this session we look at two extremes – edge computing, enabled by 5G, which promises highly customised and computationally demanding media experiences to individual users – but what do you actually implement and how do you deploy and manage this extraordinary degree of customisation – our author has been doing just this. At the other extreme, with the standardisation of 5G Terrestrial concluded, the convergence of mobile and broadcast is fi nally done. Here, our author argues further changes, including that a new radio design may still be needed for viable commercial operations. Finally, our supporting paper provides an update on the status and ongoing work in 3GPP’s Media Streaming, Broadcast and recent release 17 work on new codecs and edge computing.


OPTIMISING STREAMING: SAVINGS AT SCALE


Streaming is ubiquitous, and both bandwidth and storage hungry. In this session we focus on improvements to both of these challenges, a must for cost saving at scale. Our fi rst paper investigates, tests and provides an open-source solution that optimises viewer experience when adaptively streaming context-aware encoded video, a particular challenge due to its bursty bit profi le. Our second paper addresses the storage challenge of supporting both HLS and DASH low-latency streaming, with clearly illustrated examples and experimental results. In our supporting papers we continue the optimisation theme as well as seeking to address the ‘watch together’ synchronisation challenge.


ADVANCES IN VIDEO CODING


In this session, Technical Paper authors showcase signifi cant coding gains arising from both traditional and artifi cial intelligence based techniques. Quantization is at the heart of compression and in this masterclass paper, viewers will see how practical advances in rate-distortion optimisation continue to drive encoder gains, across codecs. Then there is the rise of artifi cial intelligence which is playing an increasingly important role in video compression. Here you will hear how machine learning has been successfully used to identify salient areas of a picture for concentrated bit allocation, but is it robust and predictable?


XR PRODUCING IMMERSIVE EXPERIENCES MORE FORMATS, MORE CONVERSIONS


While the enhanced video formats of Ultra High Defi nition (UHD), Wide Colour Gamut (WCG) and High Dynamic Range (HDR) present in spectacular quality, they also bring myriad format conversion challenges, whether that is up-converting legacy content for use in new productions or down-converting HDR/WCG to suit traditional devices. In this session, we address both of these challenges – one demonstrating an effective colour


For XR to come of age, we need practical capture systems, familiar production processes and an effective blending of game and multimedia technologies. In this session, authors address all three of these challenges: showcasing a production environment with 6 degrees of freedom (6DoF) video and spatial audio capture composited using a game engine, a practical real-time (30fps) point cloud capture system – as well as discussing the current state of convergence between game and traditional multimedia in XR systems.


Watch the Technical Papers Programme on IBC Digital


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mapping model that takes into account the behaviour of the human visual system and the other using machine-learning for super-resolution in a production environment. Our supporting paper continues the enhancement theme assessing the effectiveness of machine learning to reduce coding artefacts.


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