Volume II No. 10

A publication of the National Association of Theatre Owners

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‘Broadcast Model’ or ‘Data Model’?
Demystifying Digital Cinema
Part 1: Why Architecture Matters

by Michael Karagosian
NATO Digital Cinema Consultant

In many ways, the business issues regarding digital cinema are more clear-cut than the technical ones. Normally, when a new technology develops, the price tag gets more attention than the bits and pieces that lie under the hood. But at the current stage of digital cinema, it’s what’s under the hood that will affect long-term pricing.

The goal of this article, and of the short series to follow, is to bring the issues of “system architecture” for digital cinema into focus, as these issues will ultimately affect the business of exhibition.

How does technology affect business? One way is through the cost of that technology. If a technology becomes necessary but unaffordable, the options available to the business owner utilizing that technology will significantly diminish. While one might think that achieving the lowest cost is everyone’s top priority, this is not always the case.

Many companies have a stake in a particular technology, either because they own intellectual property associated with their product, or because they have made a significant investment in a particular style of doing things and it’s too expensive for them to change. For some, acknowledging that a better method exists might eliminate the need for their product in this market. The technology game is a high-risk game. Low cost isn’t always the prime motivator.

Couple this situation with the smallness of the digital cinema market. There are only about 150,000 movie screens worldwide, and it’s unlikely that only one vendor is going to be providing digital projectors for all of them. Unfortunately, one cannot develop technology for digital cinema and expect to reap the huge profits often associated with the high-volume consumer market. In a low-volume market, costly research and development must be avoided if product costs are to be kept low.

The disparity between low- and high-volume pricing can be dramatic. At consumer volume levels, specialized personal computer chips can be created for less than $100 – and sometimes less than $10. It isn’t possible, however, to develop complex semiconductor chips at such cheap prices for a low-volume market. Generally, low volumes cause custom chips to run thousands of dollars per unit. If digital cinema systems are to be sold at $40,000 or $50,000 each (the stated goal of some manufacturers), a different approach must be taken.
It follows that when considering the practical issues in achieving low-cost technology, digital cinema cannot be a technology leader. Digital cinema has to be a technology follower, employing high-volume low-cost technologies that were developed and paid for by other markets.

Herein lies the conundrum for digital cinema. How does one introduce a new technology whose image quality exceeds that of the home system, while at the same time using commonly available technology? The answer lies in good “cost engineering,” an attribute of a good system architecture. In today’s prototype systems, we may not see much in the way of price difference between architectures; today’s once-in-a-while sales volume requires that all prices remain high. But when rollout begins and the volume of sales goes up, system architecture will be a factor in defining how low prices can go.

In the field today, two digital cinema system architectures have been introduced. One is the “push model,” also called the “broadcast model.” The other is the “pull model,” or “data model.”

The “broadcast model” gets its name because it has its root in broadcasting. It relies heavily upon a device called a “server.” You’ve probably heard the term “server” used by your information technology (IT) department when describing the central computer of your office network – the root of all evil when your e-mail system goes down. But in the broadcast world, “server” takes on different meaning in that this server also contains a “player.”
The “player,” regardless of system architecture, is the device that “plays” audio and video. In terms of your desktop computer, you can think of this “player” as being similar to Windows Media Player or RealOne Player. The “player” is the device that accepts “raw” digital data and produces a “synchronous stream” of video and audio – video and audio you can look at and listen to. The word “synchronous” indicates that all signals follow a required cadence. The word “stream” is used to imply a flow – one may think of a stream of water, but in the digital world, the stream is a stream of bits. “Synchronous streaming” is important in the broadcast world, as it’s required of your television set in order to produce image and sound in your living room.

In other words, your television can’t accept “raw” data, as it doesn’t have a “player” in it. As a result, the “player” has to be located in the broadcast server back at the transmission studio. In the broadcast model of digital cinema, a synchronized image stream leaves the broadcast-style server and goes to the projector, while a synchronized audio stream goes to the audio processor. (See figure 1.)

With the “data model” of digital cinema system architecture, the “server” does not include the “player.” Instead, the “player” is located at the receiver end, typically in the projector. (See figure 2.) The data server will produce a stream, but unlike the broadcast server, it is not synchronous. You can think of the data server as producing “raw” video and audio data. In a home system, for example, the data server can be located anywhere in the world while feeding the “player” in your desktop computer with “raw” video and audio data over the Internet. Your television set cannot play this data, however, since it doesn’t have a “player.” Just as an ordinary television set cannot play the “raw” data from a data server, a data server in a digital cinema system will not work with an ordinary video projector. A projector with an internal or outboard “player” is required.

So is an exhibitor better off with the “data model” or the “broadcast model”? Before answering that question, we have more issues to touch on. These additional issues are, in fact, so complex we’re saving them for next month’s column.

To close this first installment of our “demystification” series, it’s important to note that the manufacturer identities behind the different models discussed is not important. Certainly, if one architecture shows promise over another, the companies involved have the option of introducing the most competitive product they can. By discussing these issues openly, however, we help bring an important topic in digital cinema to light: the long-term goal of producing affordable digital cinema products for the exhibition market.

Next month: Demystifying Digital Cinema – Part 2: Less Can Be More.

 

 

 

 

 

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