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SCREENS PRODUCING &
MEDIA OPERATIONS
Media servers have established themselves as the dominant video playback tool for live events; however,
the practice of delivering content to these systems and the structure of the media operations team is still
evolving.
This book outlines a workflow for video content delivery and describes team communication that
can be applied to any entertainment production including: television specials, concert touring, corporate
events, theater, as well as special events, film, large audience marketing events, and multi-screen permanent
installations. This workflow is hardware and software independent, designed to evolve with future
technologies as they become established in the field of multi-screen production, and has been proven
professionally by the author and her peers over a decade of productions.
The methodology presented will provide insights beneficial to students and current practitioners of
Media Server technology, Screens Producers, and Video Content Developers. Using real world examples of
internationally recognized productions, a foundation is laid for best practices in Media Operations.
Additional content, including full-color versions of the images inside the book, is available online.
Laura Frank, founder of Luminous FX, has worked in entertainment technology for over 20 years. Starting
as a moving light technician, she established herself as a top lighting programmer with projects spanning
rock tours with David Bowie and Madonna, Broadway shows such as Spamalot, and television events like
the Concert for NY. Laura made the shift to media servers and screens just as the market started to evolve.
Now, after a decade of refining a media delivery workflow, she works as a Screens Producer for prominent
events around the world.
SCREENS PRODUCING &
MEDIA OPERATIONS
Advanced Practice for Media Server and
Video Content Preparation
LAURA FRANK
First published 2020
by Routledge
52 Vanderbilt Avenue, New York, NY 10017
and by Routledge
2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2020 Laura Frank
The right of Laura Frank to be identified as author of this work has been asserted by her in
accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or utilised in any
form or by any electronic, mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information storage or retrieval system, without
permission in writing from the publishers.
Trademark notice: Product or corporate names may be trademarks or registered trademarks, and
are used only for identification and explanation without intent to infringe.
Library of Congress Cataloging-in-Publication Data
A catalog record for this title has been requested
ISBN: 978-1-138-33802-9 (hbk)
ISBN: 978-1-138-33807-4 (pbk)
ISBN: 978-0-429-44195-0 (ebk)
Typeset in Sabon
by Apex CoVantage, LLC
Visit the eResources: http://www.routledge.com/9781138338074
Visit the Companion Website: http://media-operations.com
CONTENTS
Acknowledgments ix
Preface xi
Contents
Prep Timeline 178
More Scenic Documentation 178
Templates & Rasters 187
The DESIGN RASTER 188
The DELIVERY RASTER 191
The SIGNAL RASTERS 192
Workflow Refinement 193
Supporting Content Production Tools 195
Previsualization 195
Content Production Project Template 197
Communication and Clarity 200
13 Previz 203
Previz and Screens 203
Previz and 3D 204
WebGL 207
Media Servers and Previz 210
VR/AR 210
In Summary: Democratizing 3D 210
15 Practice 223
Listen 223
Support Others 224
Be Excellent 224
Support Yourself 225
Be Compensated Fairly 225
This book represents years of work with an incredible community of entertainment designers, technicians,
producers, and creators. I am grateful every day for the support and inspiration that comes from being sur-
rounded by such an amazing group of people.
However, this book would not have been possible without my husband, Daniel Damkoehler. Not only
is he the wordsmith in our small family, he spent hours with me editing the draft into shape. He provided
advice, insight, coffee, and support, even when that meant more time at the computer on a sunny day while
traveling. He’s also now an expert in Pixel Density calculations. Thanks, lovey.
Thank you, Abigail Rosen Holmes and Bob Bonniol for encouraging the publication of this textbook.
They, along with many others, took time to write essays for the last chapter. My thanks to Abby and Bob
along with Nils Porrmann, Trevor Burk, Rodd McLaughlin, Kerstin Hovland, Eric Marchwinski, Peter
Nigrini, J. T. Rooney, Nick Fletcher, Kyle Bjordahl, and Philip Galler for their contributions to this book.
I’m excited to share their experience and insights with readers.
Thank you to my core Media Operations team of the last few years. Their willingness to join me while
we crafted a new approach to screens management is a trust I don’t take lightly. Eric Marchwinski and Kirk
Miller handled most of our media server programming work. They are the reason I quit programming – the
best compliment I know how to give. Zak Haywood, Zack Alexander, Philip Galler, Mitch Lathrop, and
Joseph ‘Bubbles’ Denham (aka Fluffy) all put their mark on our engineering process. They were instru-
mental in helping me understand the complexities faced in media server systems design, along with Marty
Wickman and TJ Donoghue. The demands put on the engineering position are intense and I am grateful
for their efforts over the years. My deepest thanks to my associate Trevor Burk who was instrumental in
advancing this workflow. Trevor saw the power of the single delivery file format before I did and is now
crafting this workflow with his own team.
Thank you to the many set designers and their associates whose work is represented in these pages: Anne
Brahic, Julio Himede, Jorge Dominguez, Bruce Rodgers, LeRoy Bennett, Tamlyn Wright, Mike Rhodes.
Your partnership over the years has been invaluable. My thanks to the networks who shared these projects
for publication: Viacom, iHeart Media, Turner, and The Game Awards.
My thanks to the team at Routledge for helping me navigate writing a textbook, Stacey Walker and Lucia
Accorsi. Thanks to Vickie Claiborne who served as technical editor and helped me expand many complex
topics for the benefit of readers.
None of this would have happened without the countless opportunities presented to me over the years.
There are so many people I am grateful to for their support and guidance in my career. I must give thanks
to Lighting Designers Alan Branton and Tom Kenny for their support in my early days and enabling my
career shift into video programming. Special thanks to Soren West who championed the Screens Producer
role and will expand Luminous FX into the future.
Visit https://textbookfull.com
now to explore a rich
collection of eBooks, textbook
and enjoy exciting offers!
I count myself lucky to work in this community. I could thank so many others, peers, designers, produc-
X
ers, and more. Instead, I will encourage you, the reader, to go out and find this community for yourself and
do excellent work. And then you can thank them in person for me.
Acknowledgments
Laura
Summer 2019
PREFACE
Magic. That’s what we do. It is magic. We engage an audience and transport them visually and emotion-
ally to another place. But that magic takes hard work. When that hard work is successful, the results seem
effortless. This book attempts to make the hard work of planning, communicating and executing a plan for
multi-screen live production less challenging.
Video screens used in scenery are part of a rapidly changing variety of technologies used in live enter-
tainment. LED screens and projectors constantly improve in image quality. Computer processing power
for both media servers and content creation tools advances regularly along with software capabilities.
As I write this, a new advanced video codec was announced. The teams responsible for delivering video
content to screens are always under pressure to learn new skills and meet client expectations while demys-
tifying cutting-edge technology into reasonable budgets. We do all this without a standard practice for
communicating what it is we actually do.
This book will take readers, students and seasoned practitioners, through a defined practice that can be
applied to any live production environment for screens. It is not for the beginner. The reader should come
with some regular experience in scenic media, either through Content Design, Media Server Programming,
or Screens Engineering. Having faced the challenges and complexities on show site will make the workflow
outlined in this textbook more valuable.
Video is a colorful medium and there are many rich details provided in the Figures that populate these
pages. I recommend that you use the printed Figures in the textbook for reference, but also use these com-
panion links for full color versions and extra content.
www.routledge.com/9781138338074
and
http://media-operations.com
The practices outlined in this textbook are part of an evolving workflow for Screens Production. The
Content Delivery Workflow I use is a foundation for anyone in this industry to continue developing these
ideas and change them to meet their own production needs. One screen or multiple intricately arranged
displays, one video source or many, communicating the process of Screens Production is unique to every
show and video team. Describing a detailed practice that suits all parties on every type of show is impos-
sible. Describing a general practice of how to get from content design to video display is possible. In this
textbook, I outline a baseline of communication that will facilitate defining your working style and give you
a set of tools to create a workflow for your production needs.
WHAT IS A SCREENS PRODUCER? 1
WHAT IS MEDIA OPERATIONS?
What is the role of a Screens Producer in a live production? What is the Media Operations Department all
about? Possibly the title “Screens Producer” is new to you, or might ft a role that you’ve already occupied
on a show. The Screens Producer role is a relatively new production position, new enough that it is often
mis-titled, managed by multiple people across different departments, or missing altogether. There is an
ongoing discussion in the entertainment industry as to what a Screens Producer is and what responsibili-
ties belong to a Screens Producer. Once the entertainment industry arrives at a consensus on what defnes
a Screens Producer, the Media Operations Department will ultimately receive recognition as a stand-alone
entity in live event production.
In this book we defne the role of the Screens Producer in this way: a single individual who monitors the
life of the video pixels from their creation to their delivery on a video screen. The Screens Producer leads the
Media Operations Department which is responsible for receipt of these pixels and their playback.
Let’s consider how many people interact with video pixels in a production. Each pixel is both a compo-
nent of creative expression as well as a complex engineering challenge. Bridging the language and require-
ments that often separate the disciplines of art and engineering is at the heart of good Screens Producing.
The Screens Producer acts as a mediator between video creatives and video engineers to other production
disciplines (lighting, art direction, etc.), listening to the needs of each department and helping communica-
tion between these teams to reach their goals.
A short list of people who are responsible for interacting with video pixels in a live production includes
video content creators, media server programmers, and screen engineers. A larger production will also
include creative directors, show producers, animators, content fle trackers, media server programmers,
media server engineers, screen engineers, broadcast engineers, and so on. Someone must manage all of the
information that needs to be communicated between these different entities for the successful display of
pixels in a live event. That individual is the Screens Producer.
In a small production, a single person might occupy many or all of the roles described above. Let’s
say you are working on a small theatrical event. An Off-Off Broadway production at a 250-seat theater
has hired you to be the projection designer. Congratulations! You have been given access to a 10K lumen
projector and a laptop and asked to make imagery for the show. You work with the show’s director, set
and lighting designers to decide on the video content. Next, you create the content yourself and program
video fle playback off the laptop connected directly to the projector. Effectively, you own the entire life of
the video pixels through the delivery pipeline. You participated in all the creative discussions, tracked and
delivered the required content, acted as system engineer, programmer, and ultimately produced everything
that appeared on screen in production. Any decisions about the life of those pixels were fully controlled
by you.
Now imagine those pixels are part of a nationally televised award show. There will be ten world-famous
musical acts performing as well as top movie stars presenting throughout a two-hour live broadcast. The
show will have multiple creative decision makers and video content creators, multiple video playback tools,
and a whole menagerie of different screen types varying not just by size, but also by resolution. With so
2
many decision makers and points of approval, the screens will not be fnalized until a few weeks before the
show is on the air and there will only be a few days to manage and program cues for all the video content
What Is a Screens Producer?
coming in from multiple sources. There is little time to recover from any mistakes or make sense of unclear
information. Communication is key to the success of a good screens workfow, and a Screens Producer
must own that communication. The Media Operations team supports the Screens Producer in that com-
munication and manages the content and cue structure during rehearsal and the show. In Figure 1.1, we see
a production in progress from the Screen Producer’s point of view, working side by side with a programmer
to build screen looks with custom designed video content.
Most live events will fall somewhere in between these two examples. With video already a regular part
of most every entertainment production happening today, understanding the process of creating video,
organizing and playing video fles, and outputting video signals to screen will beneft anyone who intends
to work in any part of the video pipeline for live entertainment.
Within the world of live events, video screens and the media played on them are used in different ways.
In the music touring industry, screens may be purely artistic design to enhance the mood of the music.
In theater, screens are an independent extension of the scenic design, enhancing the physical surfaces as a
storytelling tool. For television, the screens may need to act as both eye candy and as informational space.
Those familiar with this feld may ask, what is the difference between a Screens Producer and a Projection
Designer? Or a Screens Producer and a Media Server Programmer?
In a theatrical production, the Projection Designer is responsible for the video content creative, video
fle production, and the cue structure for playback. This role is an equal creative partner to Scenic, Light-
ing, Sound, and Costume Design, supporting the Director in delivering a cohesive vision of the play or
musical to be presented. In live events outside theater or musicals, the role of a Projection Designer is
not as common. There are a number of factors that contribute to this reality. Most live events such as
television specials and rock tours have multiple content designers and creators, instead of one singular
video creative source. Also, as video use outside the theater evolved, media servers and lighting pro-
grammers were largely made responsible for driving low resolution LED sources as part of the lighting
department. As a result, screens control came under the responsibility of the Lighting Designer. Video
Figure 1.1 Programmer Kirk Miller at Work on the 2016 Production of Black Girls Rock.
Source: set design by Anne Brahic, photo by author
3
content design and video playback control were divided across production departments and have only
recently become an independent department.
In the theater, the Projection Designer is a well-established design department head. Outside the theater,
the Screens Producer is not necessarily a design lead, but acts as a creative partner to the often multiple
content designers involved in a production. In this sense, Screens Producers are editors and creative manag-
ers. The Screens Producer is closer to the rehearsal process than the content designers and may be involved
in some creative decision making and refnement in rehearsal, but they are typically not the originator of
the video creative. However, every production is different. There are live events where the Screens Producer
is from a content design team and the Media Operations team is part of the Screens Engineering team.
Best practice, however, for a majority of live event projects combines the Screens Producer with the Media
Operations team as an independent department that works to facilitate communication between Content
Creators and Screens Engineering. In the ten years that have passed since working on Shrek the Musical,
I have built a Media Operations team to write and execute the screen cues rather than leave this demanding
work in the hands of too small a team (Figure 1.2).
Prior to the Screens Producer role, it was often the responsibility of the Media Server Programmer to
provide communication and workfow tools to facilitate communication between the video content creators
and the screens engineers. In fact, many productions still rely on Media Server Programmers to provide
Screens Producer services. Anyone studying Media Server Programming will beneft from the material cov-
ered in this book. The workfow and practices discussed will improve a programmer’s ability to manage
multiple responsibilities more effciently.
In the following chapters we will review the full video content production, playback, and signal deliv-
ery pipeline for live entertainment events. We will examine all the roles and team members involved and
learn specifc methods Screens Producers use to facilitate communication between these groups. We will
review how the Media Operations team supports the Content Delivery Workfow. We will analyze various
approaches to optimizing the workfow between these groups in different types of production environments
using a variety of entertainment technology. And fnally, we will look ahead to the future of video for live
entertainment production and what this means for anyone tackling the tasks of a Screen Producer. Scenic
Design, as with the example shown in Figure 1.3, is continually more dominated by video screens and
requires a clear, thoughtful, and well planned workfow for video fle delivery.
4
What Is a Screens Producer?
TERMINOLOGY
While there is a Glossary provided in Appendix 1 of this book, I recommend researching any unfamiliar terms
on the internet. There are many discussion groups on social media, industry magazines online, as well as sup-
porting material available from system manufacturers and rental houses.
MEDIA OPERATIONS 2
Practice & Principles
If you have studied other entertainment production disciplines, such as lighting design or scenic design,
you have seen the documentation design teams use to communicate their goals and needs for a production.
Scenic designers produce drawings for the scenic company to build the set elements. The scenic design com-
pany will further expand that documentation to instruct the carpentry team on site how to assemble the
pieces and maintain them long term. The carpentry team will have their own documentation to train new
carpenters coming in to learn a show and to ensure that important requirements and tasks are performed
on schedule, on budget, and according to design specifications.
The same is true of an audio department, a lighting department, and costume department and so on.
From designers to show production personnel to the show operations and maintenance teams, each group
has a well-developed set of documentation and production practices that make it easy to move from show
to show and understand the culture of the community you are working with and the requirements of a
given show. There will always be variations in the way the documentation is presented, but every show has
a lighting plot, a microphone schedule, a costume inventory, etc. These are understood and expected com-
munication tools whether you are touring a rock band, making a film, or building a musical.
Live production screens and video scenery have not been around as long as these other practices and
therefore our documentation and communication tools have yet to be standardized. We have common terms
and technology, but the way these are used can vary significantly from show to show. In addition, technol-
ogy in the video community is currently advancing quite rapidly and therefore it is a challenge to define a
single practice that will apply to any and all video production environments. It is often the case the video
production process gets reinvented for each show and therefore time is wasted in re-establishing how even
the most common tools and processes will be communicated. More typically, a baseline of communication
is not established, and instead assumptions and miscommunications dominate and the video department
bogs down in the technical and administrative work debt required to correct the resulting issues.
Here are some common parameters that need to be communicated clearly and then reconfirmed over the
course of production.
Video Codec: If the video files are not delivered to the preferred codec of the media server, this can result in
all the video files needing to be re-rendered, and significant amounts of time can end up wasted.
Frame Rate: If the video files are the wrong frame rate, playback anomalies can occur. If video is at 25fps
and the system is at a refresh rate of 60Hz, the graphics card of your playback system has to create missing
frames in real time so that files play out at the correct speed. Sometimes processing flaws occur and look like
small skips in playback. To correct this, files will have to be re-rendered to the correct frame rate.
Signal Type: The media server output signal type is not always the preferred distribution signal type.
Signal conversion may need to occur and should be discussed with the Screens Engineering team before
you are on site.
6 Screen Updates: Screens get changed in size and product as the scenic budget is finalized. Be sure to check
with the scenic team and screens team for changes.
Media Operations: Practice & Principles
Delivery Due Dates: Don’t leave room for assumptions. Remind teams of due dates regularly and that you
intend to stick to them. Make sure you give yourself time to download, transfer, and process the file to have it
ready for rehearsal.
When it comes to good communication, the Screens Producer monitors and creates clear communication
between all the teams working on the video system in a production. It is important to recognize a produc-
tion’s video department is subdivided into smaller sub-departments that sometimes work quite indepen-
dently of one another. It is common for an engineering team responsible for the LED Screens or Projection
gear to have little communication with the creative team producing the video content. While each group is
working toward outputting video content on the screens, they often are deeply focused on their own com-
plex challenges. This makes the roll of a Screens Producer a valuable communication center. The Screens
Producer becomes the central person to review the overall demands of a show on the video teams and to
ensure that each sub-department’s particular needs are being accounted for. When this succeeds, it means
the workload is optimized for everyone in the video department.
The common sub-departments of a video department are:
Content Production
The team producing video content to be displayed on the screens
Common tools include After Effects, Final Cut, and Blender. Besides realizing the art director’s, designer’s,
director’s, and/or performer’s creative vision, they are responsible for delivering video files that meet
the unique technical specifications required for proper show playback and placement on the screens.
Media Operations
The team responsible for organizing the video files into a repeatable cue structure for rehearsal and
show video playback
This team must communicate the requirements of file delivery to the content production team. File
delivery will be based on the technical specifications of the screens in the show as well as the device
used for video playback. This team will also assist in coordinating signal flow from the media serv-
ers to the Screen Engineers.
Screens Engineering
The team engineering the LED Screens and Projectors
Any display gear must be planned for and installed based on the direction of these engineers. They must
also clarify and coordinate the signal flow to correctly feed content to all of the display surfaces.
Other video sub-departments that may participate on a production depending on the particular needs
of a show:
Real time content creation, Augmented Reality, Broadcast content, Video controlled LED Tape or LED
fixtures installed by scenic or lighting teams
Any of these teams will need information collected and managed by the Screens Producer and Media
Operations team.
As a show grows in scale and complexity, there is a clear need for an individual to own the communica-
7
tion and workflow between these various sub-departments. The Screens Producer is there to make sure com-
munication happens, that the communication is clear and reaches the video sub-department(s) it impacts,
These three primary groups are essential to the success of good screens production. Providing clear docu-
mentation to each of these groups and reviewing the documentation they internally create is how a success-
ful Screens Producer can navigate complex tasks with ease.
Common documentation to require of the content team will be a deliverables list. The deliverables list
will outline every file intended for delivery to the Media Operations team, often in the form of a simple
spreadsheet. Information on this document should include file name, description, and status (draft, final, or
current revision information). This can be checked against actual deliveries to make sure both teams are in
agreement about what has and has not been delivered.
The Media Operations team will often have a variation of the deliverables list to log file names in the
media server system. This is largely to help manage the folder and file structure within the media server’s
system and to have this documented outside the media server so that the full Media Operations team has
visibility to file ___location. This is useful when the media server programmer is deep into a bit of complex cue-
ing inside the control desk and would find it disruptive to find the ___location of a video file within the media
server GUI (Graphical User Interface). That bit of data can be located by someone else on the team leaving
the programmer free to continue programming. We will see examples of file logs in Chapter 10.
The Media Operations team will also generate a host of other documents. For my productions, I produce
a simple screen name diagram in both plan and section form. Besides files names, screen names are very
important to agree upon and therefore a “plot” of screen name data can save confusion during production.
I begin with the screen names as represented by the scenic build drawings. I also add a code in the form of
a single letter to shorthand the name for use in other documentation. All departments within and outside
the video department must use the same names to designate the same screens. This may seem obvious, but,
as name confusion is a common and time consuming source of error in production, it needs to be stated
clearly: name every screen, share every name with every team member, and use the names. As stated, these
names will typically be dictated by the scenic department in their drawings. If a screen is not named clearly,
start by discussing a name with the Art Director.
In the example shown in Figure 2.1, five separate screen elements make up the screen labeled “US Wall.”
The scenic build documents from the Art Director labeled the sub-screens of the US Wall with letters. These
letters were used along with the wall name to communicate with other teams.
Other documentation generated by the Media Operations team includes but is not limited to: rasters
describing design space, delivery size, and signal organization, a screen schedule outlining technical data
about each screen surface, a signal schedule confirming size and signal type, engineering schematics for
racks and signal flow, DMX patch information, and so on. The particular demands of a live show might
necessitate special documentation unique to that set, its technology, and the video team working on it. We
will review how these documents, from the Screens Name Map shown Figure 2.1 to a Screens Log as shown
in Figure 2.2, are created using various show examples.
When it comes to the Screens Engineers, every team has their own way of documenting their screen
build and signal flow. In Media Operations, one rarely has to see this engineering paperwork. The most
important shared documents between Media Operations and Screens Engineering is the Signal Schedule and
the SIGNAL RASTERS visually describing how the screens are organized on those rasters. We will review
examples of these rasters in later chapters.
9
Figure 2.2 Screen Schedule for iHeart Radio Music Awards 2018
Source: documentation by author
Communication and planning between these groups will make the production process go smoothly.
Good communication from these groups to their clients and bosses will help manage expectations and
demystify the technology we use. Demystifying the technology we use will advance this practice and estab-
lish Media Operations as a necessary team to any production with video.
10 AUGMENTING THIS PRACTICE WITH RAPIDLY
CHANGING TECHNOLOGY
Media Operations: Practice & Principles
One of the most exciting parts of Media Operations is the use of cutting-edge entertainment technology.
Control consoles and media servers are constantly evolving. Media server capabilities increase with com-
plexity every year. Projectors and LED screens continue to increase their pixel output capabilities; and con-
tent production is entering a whole new world with real-time generative content tools. It is easy to become
overwhelmed with the knowledge base required for using these tools, but there is also joy in mastering as
many of these tools as you can.
My preferred approach is to keep myself appraised of the changing software relevant to the aspects of
screens production that most interest me. It is common for there to be overlap in interests. Someone might
really dive deep into engineering and control, learning all they can about signal distribution and display
technology, but also have an interest in the media servers. Media server skills often overlap with an interest
in content production. Whatever your interests, this industry demands constant learning. There is no part
of screens production that you can learn and rely solely on that knowledge for long term earning potential.
To stay relevant in Media Operations, you must evolve as the technology evolves. This will serve you very
well no matter what new tools are introduced, what technologies come into our work, or how advanced
existing systems get. Constant learning is essential, and hopefully is something you enjoy.
Software
In this book you will see a variety of software suites mentioned. I spend most of my time in OmniGraffle to
build rasters and templates, Apple Numbers to log screen specifications, Google Sheets to log and share file
organization, Cinema 4D for 3D modeling and Adobe After Effects for content production. Adobe Illustra-
tor or Photoshop can be used in place of OmniGraffle. Numbers & Sheets are virtually interchangeable
with Microsoft Excel. Any number of 3D software modeling programs can replace Cinema 4D. The most
popular 3D modeling tools in the screens community are Studio Max, Blender, SketchUp, and Vectorworks.
And then there are many options of software for content production. I find After Effects is very common
but it’s only one way to make imagery. I’ve received content built in Maya, Premiere, Final Cut, Motion,
Avid, Notch, and so on.
Social Media
There are many community groups on Facebook for the discussion of different kinds of software and media
servers. This is a great way to learn and connect to other members of the community for your own profes-
sional growth. You might also be able to connect with or create user groups that share information via Slack
or other communication platforms.
Conferences
Industry conferences are a great way to engage with others working in our community and learn from
manufacturers directly. There are also conferences to look for just outside our industry that impact the
technologies we use and may be valuable for more advanced learning and discovery.
Conferences specific to entertainment technology include LDI, the most recognizable conference related
to our industry in the USA. PLASA and Pro Light & Sound dominate the UK and Europe respectively.
Participating in a conference like one of these will give you the opportunity to attend lecture sessions and
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training sessions, and interact with the manufacturers. Other conferences that also impact our industry
include NAB, InfoCOMM, and NAMM. More information can be found searching online.
IN SUMMARY
As a team, the Media Operations team is the central hub of communication for the video department.
This team acts as bridge and mediator between any number of video sub-departments, as well as acts as
the representative of the video department on headset in production, as shown in Figure 2.3. As such, it
is necessary to put these responsibilities into an understood and recognized practice. And it is also valu-
able to continue to evolve these communication practices by staying on top of the latest software and
industry techniques.
Language: English
Dynamon held the piece of paper in his hand for a minute and gazed
doubtfully into the periscope screen. Then he took the pencil from
Borion and, bending over, wrote the following:
"I don't like the looks of this. Can we out-run them once we get out
of the atmosphere?"
Borion nodded slowly.
"As far as I know, we can," he said, "unless—" he reached for the
paper in Dynamon's hand and wrote "—unless they have developed
a new wrinkle in their Carriers that we don't know anything about."
"Well," said Dynamon, "we won't waste time worrying about things
over which we have no control. Proceed as usual."
There followed some anxious hours, which Dynamon spent with his
eyes glued to the periscope mirror. In a short time the early golden
rays of the sun appeared, and the Martian Carrier followed behind
inexorably, glowed an ugly menacing crimson. Once Dynamon
instructed his communications officer to speak to the Martian ship.
"Lovely morning, Mars. Where are you bound for?" was the casual
message.
There came back a terse answer, "Test flight, and you?"
"We're testing, too," Dynamon's communications officer said. "We'll
show you some tricks up beyond the stratosphere."
All so elaborately casual, Dynamon thought grimly. It was fairly
evident that the Martian ship intended to follow the Earth Carrier to
find out where it was going. Those inhuman devils! Why did the
Earth's people ever have to come in contact with them?
Dynamon's thoughts went back to his childhood, to that terrible time
when the men of Mars had abruptly declared war and descended
suddenly onto the Earth in thousands of Cosmos Carriers. Only the
timely invention of that remarkable substance, Geistfactor, had saved
Earth then. It was a creamy liquid, which spread over any surface,
rendered the object invisible. The principle underlying Geistfactor
was simplicity itself, being merely an application of ultra high-
frequency color waves. But it saved the day for Earth. The World
Armies, cloaked in their new-found invisibility, struck in a dozen
places at the ravaging hordes from Mars. The invaders, in spite of
their prodigious intellectual powers, could not defend themselves
against an unseen enemy, and had been forced to withdraw the
remnants of their army and sue for peace.
But the unremitting jealousy and hatred of the little men with the
giant heads for Earth's creatures was leading to new trouble. It
enraged the Martians to think that human beings, whom they
despised as inferior creatures, should have first thought of spanning
the yawning distances between the planets of the solar system. It
was doubly humiliating to the Martians that when they, too, followed
suit and went in for interplanetary travel, they could do no better
than to copy faithfully the human invention of the Cosmos Carrier. It
was only too evident that Mars was gathering its strength for
another lightning thrust at the Earth. This time, with the Photo-
Atomic Ray, there was no doubt that they intended to destroy or
subjugate Earth's peoples for good. And to that end the Martians
had been inventing new bones of contention and had been
contriving new crises. A peace-minded World Government had been
trying to stave off the inevitable conflict with conference after
conference. But to those on the inside it was only too evident that
the Martians could invent pretexts for war faster than Earth could
evade them.
Dynamon walked into the control room and saw that Borion's face
was gray. The navigator was standing in front of the periscope
screens looking from one to another. The centurion walked over and
stood beside him.
"The Martians are showing their hand finally," said Borion. "They
have decided that we're headed for another planet, and I don't think
that they want to let us carry out our intention. See, here and here?"
Dynamon peered into the port and starboard bow panels. He could
see dozens of little red specks rapidly growing larger.
"They will try and surround us," Borion said, "and blanket our
magnets with their own."
"That's not so good, is it?" Dynamon murmured. "What is our
altitude from Earth?"
"Forty miles," was the reply, "and I think they still may be able to
overhear our conversation."
"Let them," said Dynamon quietly, "We have no secrets from them
and they may as well know that we're going to out-run them. Full
speed, Borion!"
The Navigator advanced the "repellor" lever as far as it would go.
There was a slight jerk under foot. Then he adjusted a needle on a
large dial and moved the "attractor" lever to its full distance. There
was another jerk as the great Carrier lunged forward through space.
Borion smiled.
"I put the attractor beam on the moon," he said, "and we'll be
hitting it up close to nineteen miles a second in a few minutes. We
should walk away from those drops of blood, over there."
"Are we pointing away from them enough?" Dynamon asked.
"What's to prevent them from changing their course and cutting over
to intercept us? See, that's what they appear to be doing now."
The navigator peered critically at the forward periscope screens. "It
may be a close shave at that," he admitted. "But please trust me,
Dynamon, I'll make it past them."
The door to the control room opened, and a smiling, spectacled face
peered in. It was Thamon, the scientist.
"That was quite a bump," Thamon observed. "Were we trying to
knock down an asteroid?"
Dynamon gave a short laugh. "No, that was merely some of our
friends from Mars trying to head us off. But they're far behind now
and we don't anticipate any trouble for a good many days."
"Ah, round one to the Earth people," Thamon observed. "In that
case, Dynamon, have you decided how you are going to conduct
affairs within the Carrier in the immediate future?"
"Not quite," Dynamon replied. "Suppose we discuss that, in my
quarters?"
Thamon nodded. "I'm at your disposal, Centurion."
Dynamon led the way down the little stair and into the compartment
that served as his office. Once there, he threw off his long military
cloak and sat down at a little table, his great bronzed shoulders
gleaming in the soft artificial light.
"I suppose the first question," said Thamon, sitting down opposite
the centurion, "is whether to institute suspended animation on
board?"
"I think we'd better, don't you?" said Dynamon.
"It would save a lot of food and oxygen," the scientist replied. "You
see, even at our tremendous rate of speed now, it will take two
hundred and twenty-six days to reach the outer layer of Saturn's
atmosphere. Until we actually land the ship, there is no conceivable
emergency that couldn't be handled by a skeleton crew."
"Quite right," said Dynamon. "I'll have Mortoch take charge of the
arrangements, if you will stand by to supervise the technical side."
"It's as good as done," said Thamon. "We have the newest type of
refrigeration system in the main saloon. I can drop the temperature
one hundred and fifty degrees in one-fifth of a second. By the way, I
was a little worried by that outburst of Mortoch's when we were
talking about Keltry."
"Oh, well," said Dynamon, "Mortoch is only human. He was a Senior
Decurion and I was passed over him for this job. He couldn't help
but be a little jealous. But he will be all right, he's a soldier, after all."
"I hope so," said Thamon, doubtfully.
"Why certainly," Dynamon affirmed. "As a matter of fact, I wish he
had been given the command in the first place. Between you and
me, I'm not too keen about this expedition to a comparatively
unknown planet. Thamon, why on earth weren't human beings
content to stay at home? Why did they have to go to such endless
pains to construct these Cosmos Carriers? Before these things were
invented, the inhabitants of Earth and the inhabitants of Mars didn't
know that each other existed, and they were perfectly happy about
it. But when they both began spinning around through space
between the planets, all of a sudden the Solar System was not big
enough to hold both Peoples."
"It's some fatal restlessness in the make-up of human beings,"
Thamon replied. "Do you realize how far back Man has been trying
to reach out to other planets?"
"Well, the first successful trip in a Cosmos Carrier was made
seventy-eight years ago," said Dynamon.
Thamon chuckled.
"As far as we know, that was the first successful trip," the scientist
corrected. "As a matter of fact, the first Cosmos Carrier was
anticipated hundreds of years ago. Just the other day in the library, I
found a very interesting account of an archaeological discovery
made up in North Central 3A—the island that the ancients called
Britain. A complete set of drawings and building plans was found in
an admirable state of preservation. The date on the plans was 1956,
and as you will remember from your school history, all of North
Central by that time had been terribly ravaged by the wars. The
inventor, whose name was Leonard Bolton, called his contrivance a
'space ship.' Wonderful, those old names, aren't they? But the most
remarkable thing of all, is, that the designs for that 'space ship' were
very practical. If the man ever had a chance to build one, which he
probably didn't, it might very well have been a successful vehicle."
"That's very interesting," said Dynamon. "Were there any clues as to
what happened to Leonard Bolton?"
"None at all," the scientist replied. "All we know about him is that he
designed the 'space ship' and then was presumably blotted out by
the savage weapons used in the warfare of those days. But, as I say,
the remarkable thing is that when we got around to building a
Cosmos Carrier eighty years ago, we were able to use several of
Leonard Bolton's ideas. Which all goes to show, I suppose, there's
nothing new under the sun."
"I'm not so sure about that," said Dynamon with a smile. "I've an
idea that we're going to bump into several things new to us on the
planet Saturn."
"As to that," Thamon nodded, "I shouldn't be surprised if you are
right. Now I suppose I'd better go and make arrangements for the
refrigeration job. Will Mortoch be responsible for providing each
individual with a hypodermic and return-to-life tablets?"
"That will be taken care of," said Dynamon. "I'll see you later."