Throughout this application, with respect to all reasonable derivatives of such terms, and unless otherwise specified (and/or unless the particular context clearly dictates otherwise), each usage of:
The disclosed system and method relate generally to scheduling clips, such as in connection with a news production system.
Unless otherwise indicated herein, the materials described in this section are not prior art to the claims in this disclosure and are not admitted to be prior art by inclusion in this section.
A news production system (NPS) may facilitate the production of a news program for television broadcast. In this context, the news program may be produced in accordance with a “rundown.” Generally, a rundown is a schedule of events (and related information) that make up a news program. For instance, a rundown may indicate that various clips are to be loaded and played out by a player in a particular order so that the clips may be part of the news program.
For a variety of reasons, it may take several seconds for a player to load a clip. Also, a player may be configured such that it may either load or playout a clip (but not both together) at any given time. Therefore, there may be a delay between the time that a particular player finishes playing out a first clip and the time that the player may begin playing out a second clip (i.e., to allow the player sufficient time to load the second clip). Such a delay may be problematic, such as where a rundown indicates that the second clip should be played out immediately after the first clip (i.e., without any intervening delay).
In one aspect, an example method involves: (i) accessing a first list that includes ordered clip identifiers C1 . . . Cn; (ii) accessing a second list that includes ordered player identifiers P1 . . . Px, wherein x<n; (iii) making a determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction; (iv) responsive to making the determination, (a) determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px, and (b) assigning to each clip identifier C1 . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz; and (v) traversing the clip identifiers C1 . . . Cm, and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . Px assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In another aspect, an example method involves: (i) accessing a first list that includes ordered clip identifiers; (ii) accessing a second list that includes ordered player identifiers, wherein the number of player identifiers is less than the number of clip identifiers; (iii) making a determination that a particular clip identifier is an initial one of the clip identifiers to have a player-identifier assignment-restriction; (iv) responsive to making the determination, (a) determining that the particular clip identifier is restricted to being assigned a particular player identifier from the player identifiers, and (b) assigning to each of the clip identifiers up to and including the particular clip identifier in reverse order a respective one of the player identifiers selected in a reverse ordered and looping fashion starting with the particular player identifier; and (v) traversing the clip identifiers up to and including the particular clip identifier, and for each traversed clip identifier, causing a player identified by the one of the player identifiers assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In yet another aspect, an example method involves: (i) accessing a first list that includes ordered clip identifiers C1 . . . Cn separated into at least two blocks; (ii) accessing a second list that includes ordered player identifiers P1 . . . Px, wherein x<n; (iii) making a determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction; (iv) responsive to making the determination, (a) determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px, (b) determining that a clip identifier Cq is an initial clip identifier of a block to which the clip identifier Cm belongs, and (c) assigning to each clip identifier Cq . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz; and (v) traversing the clip identifiers Cq . . . Cm, and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . Px assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In still another aspect, an example method involves: (i) accessing a first list that includes ordered clip identifiers separated into at least two blocks; (ii) accessing a second list that includes ordered player identifiers, wherein the number of player identifiers is less than the number of clip identifiers; (iii) making a determination that a first particular clip identifier is an initial one of the clip identifiers to have a player-identifier assignment-restriction; (iv) responsive to making the determination, (a) determining that the first particular clip identifier is restricted to being assigned a particular player identifier from the player identifiers, (b) determining that a second particular clip identifier is an initial clip identifier of a block to which the first particular clip identifier belongs, and (c) assigning to each clip identifier in reverse order a respective one of the player identifiers selected in a reverse ordered and looping fashion starting with the particular player identifier; and (v) traversing the clip identifiers from the first particular clip identifier to the second particular clip identifiers, inclusive, and for each traversed clip identifier, causing a player identified by the one of the player identifiers assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In still another aspect, a system, for use with multiple video players, includes a computer-readable medium including a set of program instructions, that when executed, cause performance of a set of functions including: (i) accessing a first list that includes ordered clip identifiers C1 . . . Cn; (ii) accessing a second list that includes ordered player identifiers P1 . . . Px, wherein x<n, and each player identifier P1 . . . Px has a corresponding one of the players; (iii) making a determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction; and (iv) responsive to making the determination, (a) determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px, and (b) assigning to each clip identifier C1 . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz.
In still another aspect, another system, for use with multiple video players, includes a computer-readable medium including a set of program instructions, that when executed, cause performance of a set of functions including: (i) accessing a first list that includes ordered clip identifiers C1 . . . Cn separated into at least two blocks; (ii) accessing a second list that includes ordered player identifiers P1 . . . Px, wherein x<n and each player identifier P1 . . . Px has a corresponding one of the players; (iii) making a determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction; (iv) responsive to making the determination, (a) determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px, (b) determining that a clip identifier Cq is an initial clip identifier of a block to which the clip identifier Cm belongs, and (c) assigning to each clip identifier Cq . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz.
These, as well as other aspects, advantages, and alternatives, will become apparent to those of ordinary skill in the art by reading the following detailed description, with reference where appropriate to the accompanying drawings.
As discussed above, in the context of an NPS, there may be a delay between the time that a particular player finishes playing out a first clip and the time that the player may begin playing out a second clip. To help address this issue, an NPS may use multiple players to load and playout clips indicated in a rundown.
With this configuration, a user may assign to each clip, a respective player in such a manner so as to reduce or avoid the delay issue discussed above. Note that in a rundown, players may be identified by player identifiers and clips may be identified by clip identifiers. As such, the process of a user assigning a player to a clip may involve the user editing the rundown to indicate that a particular player identifier is assigned to a particular clip identifier.
To illustrate how a user may assign players to clips in a manner that reduces or avoids the delay issue discussed above, consider an NPS that includes two players. In this instance, a user may assign to clips in a rundown, one of two players selected in an alternating fashion. Therefore, while a first player is playing out a first clip, a second player may load a second clip. And when the first player finishes playing out the first clip, the second player may immediately start playing out the second clip. This process may be repeated such that each pair of ordered clips may be played out in order and without any intervening delay.
In some cases, such as where the first clip has a short duration, it may take longer for the second player to load the second clip than it takes for the first player to playout the first clip. Therefore, in some instances an NPS may need to use three or more players to reduce or avoid the delay issue discussed above. However, as an NPS uses more players in this manner, it may become difficult for a user to determine which players should be assigned to which clips to further this goal.
This process may be further complicated by the fact that a rundown may be edited after players have already been assigned to clips. Indeed, in some instances, a rundown may even be edited while the news program is being produced.
This process may be even further complicated by the fact that a particular clip may need to be played out by a particular player. This type of restriction may exist for a variety of reasons. For example, the particular player may be connected to a particular physical input of a production switcher, where that physical input (and perhaps only that physical input) is configured to apply a particular digital video effect (DVE) to video received on that physical input.
Examples of the disclosed system and method may help address the delay and player assignment restriction issues discussed above by improving the manner in which players are assigned to clips.
As disclosed herein, one example method may involve a scheduling system assigning a player identifier to a clip identifier in accordance with a player-identifier assignment-restriction for that clip identifier. Then, the scheduling system may traverse some or all of the preceding clip identifiers in reverse order and assign to each of them an appropriate player identifier so as to avoid the delay issue discussed above.
More particularly, an example method may involve a scheduling system accessing a first list that includes ordered clip identifiers C1 . . . Cn. For instance, the first list may include ordered clip identifiers C1 . . . C15.
The example method may further involve the scheduling system accessing a second list that includes ordered player identifiers P1 . . . Px. For instance, the second list may include player identifiers P1 . . . P3.
Further, the example method may involve the scheduling system making a determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction. For instance, continuing with the example above, the scheduling system may determine that a clip identifier C8 is an initial one of the clip identifiers C1 . . . C15 to have a player-identifier assignment-restriction.
The example method may further involve responsive to the scheduling system making the determination, the scheduling system determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px. For instance, continuing with the example above, this may involve the scheduling system determining that the clip identifier C8 is restricted to being assigning the player identifier P1.
Still further, the example method may involve responsive to the scheduling system making the determination, the scheduling system assigning to each clip identifier C1 . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz. For instance, continuing with the example above, this may involve the scheduling system assigning to each clip identifier C1 . . . C8 in reverse order a respective one of the player identifiers P1 . . . P3 selected in a reverse ordered and looping fashion starting with the player identifier P2 such that: C1 is assigned P3, C2 is assigned P1, C3 is assigned P2, C4 is assigned P3, C5 is assigned P1, C6 is assigned P2, C7 is assigned P3, and C8 is assigned P1.
Finally, the example method may involve the scheduling system traversing the clip identifiers C1 . . . Cm, and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . Px assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier. This may occur contemporaneously while the players identified by the player identifiers P1 . . . Px play out the loaded clips such that the clips may be part of the news program. Continuing with the example above, this may involve the scheduling system traversing the clip identifier C1 . . . C8 and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . P3 assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
Among other things, by traversing the clip identifiers in reverse order starting with the clip identifier that has the player-identifier assignment-restriction, the scheduling system can ensure that the clip identified by that clip identifier is assigned a player in accordance with its assignment restriction.
Further, by “reverse looping” through the player identifiers in the manner described above, a given player has a strong likelihood of having a sufficient amount of time to load a clip before needing to play it out. Indeed, given an NPS with x players, in the general case, once a player has played out a clip, that player need not playout its next clip until x-1 other players have played out x-1 clips, respectively. For instance, as illustrated in the example above (where the NPS uses three players), once a player has played out a clip, that player need not playout its next clip until two other players have played out two other clips, respectively.
Note that the scheduling system may apply the same, similar, or other techniques to assign player identifiers to the remaining clip identifiers Cm+1 . . . Cn. As such, the example method may involve the scheduling system traversing the clip identifiers C1 . . . Cn, and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . Px assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In another example, the scheduling system may improve the process by which players are assigned to clips by leveraging the manner in which clip identifiers are commonly organized within a rundown.
Notably, a news program is typically divided by one or more commercial breaks into separate “blocks.” This may also be reflected in the corresponding rundown. For example, the rundown may include one or more commercial break markers that divide the rundown into separate blocks. Since a rundown may include ordered clip identifiers as described above, the clip identifiers may also be separated into separate blocks, where each block of clip identifiers corresponds to clips in a respective block of the news program.
In one example, the reverse traversal of clip identifiers may stop once the initial clip identifier in a block is reached. As a result, there is some further predictability as to which players will be assigned to which clips as described in greater detail below.
While in one example, the disclosed method may be implemented in connection with a NPS and a news program, the disclosed method may also be implemented in connection with other types of systems and with other types of programs or other video. For instance, in one example, the disclosed method may be implemented in connection with a master control system.
The NPS 100 may include one or more devices, including for example a scheduling system 102, a player controller 104, a data storage 106, one or more players 108a-c, and a production switcher 110. Note that the NPS 100 need not include all of these devices and it may include additional devices.
Generally, the scheduling system 102 is configured to perform functions related to scheduling and managing the production of a news program, the player controller 104 is configured to perform functions related to controlling the players 108a-c, and the production switcher 110 is configured to perform functions related to input-to-output mapping and running DVEs.
Generally, each player 108a-c is configured to perform functions related to loading and/or playing out a clip. Each player 108a-c may take a variety of forms. For instance, each player 108a-c may take the form of a video player device or a software-based video player executing on a computing device.
These devices may communicate with each other and/or with external devices via one or more communication paths. For example, the scheduling system 102 and the player controller 104 may communicate via path 112, the player controller 104 and the players 108a-c may communicate via respective paths 114a-c, and the players 108a-c and the data storage 106 may communicate via respective paths 116a-c. Further, the players 108a-c and the production switcher 110 may communicate via respective paths 118a-c, the scheduling system 102 and the production system 110 may communicate via path 120, and the production switcher 110 may communicate with a device outside of the NPS 100, such as a television broadcasting system, via a path 122.
These devices may communicate with each other and/or with external devices according to one or more protocols. For example, the devices may communicate in accordance with one or more versions of the Media Object Server (MOS) protocol.
The device 200 may include various components, including for example, a user-interface 202, a communication interface 204, a processor 206, and a data storage 208, all of which may be electronically connected to each other via a system bus or other connection mechanism 210. Note that the device 200 need not include all of these components and it may include additional components.
The user-interface 202 may function to allow the device 200 to interact with a user, such as to receive input from a user and to provide output to the user. Thus, the user-interface 202 may include input components such as a computer mouse, a keyboard, or a touch-sensitive panel. The user-interface 202 may also include output components such as a display screen (which, for example, may be combined with a touch-sensitive panel) or a speaker.
The communication interface 204 may function to allow the device 200 to communicate with other devices. In one example, the communication interface 204 may take the form of a wired interface, such as an Ethernet port, USB port, or High-Definition Multimedia Interface (HDMI) port. As another example, the communication interface 204 may take the form of a wireless interface, such as a WiFi interface. In either case, the communication interface 204 may include communication input and/or communication output interfaces.
The processor 206 may include one or more general purpose processors (e.g., microprocessors) and/or one or more special purpose processors (e.g., digital signal processors (DSPs)).
The data storage 208 may include one or more volatile and/or non-volatile storage components, such as magnetic, optical, flash, or organic storage, and may be integrated in whole or in part with the processor 206. The data storage 208 may include removable and/or non-removable components. In some examples, the data storage 208 may include multiple storage drives that store data in a redundant and/or stripped configuration.
Generally, the processor 206 may be configured to execute program instructions (e.g., compiled or non-compiled program logic and/or machine code) stored in the data storage 208 to perform one or more of the functions described herein and/or shown in the accompanying drawings. As such, the data storage 208 may take the form of a non-transitory computer-readable storage medium, having stored thereon program instructions that, upon execution by the processor 206, cause the device 200 to perform one or more of the functions described herein and/or shown in the accompanying drawings.
Note that these attributes may be represented in a variety of different manners. For instance, rather the player-identifier assignment-restriction having a player identifier value, it may have a true or false value that indicates whether or not a corresponding player identifier attribute represents an assignment restriction.
In one example, a user may create the rundown 300 via a user interface of a scheduling system and store the rundown in a data storage of the scheduling system. As such, by utilizing the rundown 300, the user may indicate which clip is required to be played out of which player.
As discussed above, a rundown may include commercial break markers that divide the rundown into multiple blocks. In one example, the rundown may include commercial break markers as their own rundown entries. As shown, the rundown 300 includes two commercial break markers that divide the rundown into Block A, Block B, and Block C.
Notably, each of
It should also be noted that the rundown 300 has been greatly simplified for the purposes of providing examples of the disclosed system and method. In practice, a rundown is likely, although not required, to include significantly more data. For example, a rundown may include additional rundown entries that correspond to events other than playing out clips. Such rundown entries may be arranged before, after, or in between the example rundown entries described above. Further, in some instances, a given rundown entry may correspond to multiple events. As such, in one example, a rundown entry may include multiple clip identifiers (and corresponding assigned player identifiers).
In addition, rundown entries may include additional attributes, including for example, an index or “page” number, an estimated duration, an actual duration, and/or an author. Further, each rundown entry may include a script that, when executed, causes certain NPS-related functions to be performed. Also, in some instances, a rundown entry may include multiple clip identifiers, respective player identifiers, and/or respective player-identifier assignment-restrictions. However, as noted above, for the sake of simplicity, the simplified rundown 300 is provided herein.
An example of the disclosed method will now be described principally in connection with a NPS and a news program. However, as noted above, the disclosed method can extend to apply with respect to other types of systems and other types of programs or other video. For instance, the disclosed method may be applied with respect to a master control system.
At block 404, the method may involve accessing (e.g., from a local or remote data storage) a second list that includes ordered player identifiers P1 . . . Px, where x<n. For example, this may involve the scheduling system 102 accessing a list of player identifiers P1 . . . P3, where each identifier identifies one of the players 108a-c. For instance, player identifier P1 may identify player 108a, player identifier P2 may identify player 108b, and player identifier P3 may identify player 108c. In one example, the scheduling system 102 may access the list of player identifiers P1 . . . P3 from a data storage.
At block 406, the method may involve making a first determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction. For example, this may involve the scheduling system 102 making first a determination that a clip identifier C8 is an initial one of the clip identifiers C1 . . . C15 to have a player-identifier assignment-restriction.
At block 408, the method may involve responsive to making the first determination, (i) determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px, and (ii) assigning to each clip identifier C1 . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz.
For example, this may involve responsive to the scheduling system 102 making the determination, the scheduling system 102 (i) determining that the clip identifier C8 is restricted to being assigned the player identifier P1, and (ii) assigning to each clip identifier C1 . . . C8 in reverse order a respective one of the player identifiers P1 . . . P3 selected in a reverse ordered and looping fashion starting with the player identifier P1. As shown in
Player identifiers may be assigned to any remaining clip identifiers Cm+1 . . . Cn in a variety of ways. This may involve making a second determination that a clip identifier Cp is a next one of the clip identifiers C1 . . . Cn after the clip identifier Cm to have a player-identifier assignment-restriction. For instance, this may involve the scheduling system 102 making a second determination that the clip identifier C13 is a next one of the clip identifiers C1 . . . C15 after the clip identifier C8 to have a player-identifier assignment-restriction.
The process of assigning player identifiers to the remaining clip identifiers may further involve, responsive to making the second determination, (i) determining that the clip identifier Cp is restricted to being assigned a player identifier Py from the player identifiers P1 . . . Px, and (ii) assigning to each clip identifier Cm+1 . . . Cp in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Py.
For example, this may involve, responsive to the scheduling system 102 making the second determination, (i) the scheduling system 102 determining that the clip identifier C13 is restricted to being assigned a player identifier P3 from the player identifiers P1 . . . P3, and (ii) the scheduling system 102 assigning to each clip identifier C9 . . . C13 in reverse order a respective one of the player identifiers P1 . . . P3 selected in a reverse ordered and looping fashion starting with the player identifier P3. As shown in
In one example, one or more of the techniques described above may be repeated for one or more additional sets of clip identifiers within the clip identifiers Cp+1 . . . Cn. As such, the scheduling system may repeatedly determine the next clip identifier having a player-identifier assignment-restriction, and assign player identifiers from that clip identifier to the previously determined clip identifier in the manner described above.
Once the scheduling system 102 has assigned player identifiers to clip identifiers as described above, the scheduling system may assign player identifiers to any still remaining clip identifiers in a variety of ways. For instance, this may involve the scheduling system 102 assigning to each remaining clip identifier in order a respective one of the player identifiers P1 . . . Px selected in an ordered and looping fashion starting with a particular player identifier. Continuing with the example above and as shown in
At block 410, the method may involve traversing the clip identifiers C1 . . . Cm, and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . Px assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier. For example, the method may involve the scheduling 102 system traversing the clip identifiers C1 . . . C8, and for each traversed clip identifier, the scheduling system 102 causing a player identified by the one of the player identifiers P1 . . . P3 assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
Notably, in the instance where the first list includes additional clip identifiers beyond Cm, and those clip identifiers are assigned player identifiers as described above, the function at block 410 may involve traversing more clip identifiers, such as the clip identifiers C1 . . . Cn. For example, the method may involve the scheduling system 102 traversing the clip identifiers C1 . . . C15, and for each traversed clip identifier, the scheduling system 102 causing a player identified by the one of the player identifiers P1 . . . P3 assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In one example, the function at block 410 may involve the scheduling system 102 sending the traversed clip identifiers and the respectively assigned player identifiers to the player controller 104. In turn, the player controller 104 may (i) map the player identifiers to the players 108a-c, (ii) map the clip identifiers to clips, and (iii) cause the players 108a-c to load the respective, mapped clips. The player controller 104 may cause the players 108a-c to load the respective mapped clips by sending suitable instructions to the players 108a-c, for instance.
In one example, one or more of the players 108a-c may load a clip contemporaneously while another one of the players 108a-c plays out a loaded clip. In this context, the player controller 104 may monitor the status of one of the players 108a-c to determine when the monitored player finishes playing out its previously loaded clip. In response to making this determination, the player controller 104 may then cause the monitored player 108a-c to load its next clip. This way, the players 108a-c collectively may be able to playout each clip indicated in the rundown in order and without any undesired delay.
Each of the players 108a-c may be configured to play out a clip in response receiving a request. Likewise, the production switcher 110 may be configured to set a given input-to-output mapping (e.g., to map one of its physical inputs to one of its physical output) in response to receiving a request. As such, in response to one of the players 108a-c and the production switcher 110 receiving suitable requests, the player 108a-c may playout a clip that gets channeled through the production switcher 110 and made part of the news program.
The clip may be made part of the news program in a variety of way. For instance, the production switcher 110 may run a DVE (e.g., as indicated in a rundown) that combines video from one or more physical inputs to produce the news program. For example, the output video may include live video of a news anchor discussing a news story while a clip related to that news story plays in a box over the news anchor's shoulder.
In one example, a user may provide the requests described above directly to one of the players 108a-c and/or to the production switcher 110. Alternatively, the scheduling system 102 may be configured to send such requests. This type of scheduling system 102 may be configured to traverse a rundown one rundown entry at a time (e.g., in response to a user pressing a spacebar key on a keyboard). Then, when the scheduling system 102 traverses a rundown entry that corresponds to a clip, the scheduling system 102 may automatically send (i) a request to the one of the players 108a-c assigned to the clip to play out the clip, (ii) and a request to the production switcher 110 to set the appropriate input-to-output mapping such that the production switcher 110 may use the clip as part of the news program. In one example, the scheduling system 102 may cause the one of the players 108a-c and the production switcher 110 to perform these functions at or about the same time.
Notably, in some examples, the scheduling system 102 may send requests to one of the players 108a-c and/or the production switcher 110 via other entities. For instance, the scheduling system 102 may send a request to the player controller 104, which in turn may send the request to the one of the players 108a-c.
In one example, the scheduling system 102 may perform the function at block 406 in response to the scheduling system 102 making a determination that the rundown has been initialized or edited. A rundown may be initialized (sometimes referred to as “MOS activated”) at a predetermined time and/or in response to a request from a user, but in either case before the corresponding news program is produced. This initialization process therefore allows the scheduling system 102 to assign players to clips in the manner described above before the news program is produced.
A rundown may also be edited at any time, including perhaps while the news program is being produced. For example, consider the rundown 300 as shown in
This may also present another issue that relates to the production switcher 110 running a DVE. To illustrate, consider an instance where the production switcher 102 attempts to run a DVE that visually “slides out” Clip 1, and contemporaneously visually “slides in” Clip 4. To effectively run this DVE, two separate players are needed as two clips must be played out contemporaneously. As such, based on the rundown 300 as shown in
However, due to scheduling system 102 performing the function at block 406 in response to making a determination that the rundown 300 has been edited (and therefore causing the scheduling system 102 to perform the function at block 408), the scheduling system 102 may assign different player identifiers to select clip identifiers. In particular, as shown in
As a result, in connection with the rundown 300, each player 108a-c has a strong likelihood of having a sufficient amount of time to its respective clip before needing to play it out. Further since Clips 1 and 4 are now scheduled to be played out of different players, the production switcher 110 can effectively run the DVE described above.
At block 502, the method may involve accessing a first list that includes ordered clip identifiers. At block 504, the method may involve accessing a second list that includes ordered player identifiers, where the number of player identifiers is less than the number of clip identifiers. At block 506, the method may involve making a determination that a particular clip identifier is an initial one of the clip identifiers to have a player-identifier assignment-restriction.
At block 508, the method may involve responsive to making the determination, (i) determining that the particular clip identifier is restricted to being assigned a particular player identifier from the player identifiers, and (ii) assigning to each of the clip identifiers up to and including the particular clip identifier in reverse order a respective one of the player identifiers selected in a reverse ordered and looping fashion starting with the particular player identifier.
At block 510, the method may involve traversing the clip identifiers up to and including the particular clip identifier, and for each traversed clip identifier, causing a player identified by the one of the player identifiers assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
At block 602, the method may involve accessing a first list that includes ordered clip identifiers C1 . . . Cn separated into at least two blocks. For example, as shown in
At block 604, the method may involve accessing a second list that includes ordered player identifiers P1 . . . Px, where x<n. For example, this may involve the scheduling system 102 accessing a list of player identifiers P1 . . . P3, where each identifier identifies one of the player 108a-c.
At block 606, the method may involve making a first determination that a clip identifier Cm is an initial one of the clip identifiers C1 . . . Cn to have a player-identifier assignment-restriction. For example, this may involve the scheduling system 102 making a first determination that a clip identifier C8 is an initial one of the clip identifiers C1 . . . C15 to have a player-identifier assignment-restriction.
At block 608, the method may involve responsive to making the first determination, (i) determining that the clip identifier Cm is restricted to being assigned a player identifier Pz from the player identifiers P1 . . . Px, (ii) determining that a clip identifier Cq is an initial clip identifier of a block to which the clip identifier Cm belongs, and (iii) assigning to each clip identifier Cq . . . Cm in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Pz.
For example, this may involve responsive to the scheduling system 102 making the first determination, the scheduling system (i) determining that the clip identifier C8 is restricted to being assigned a player identifier P1 from the player identifiers P1 . . . P3, (ii) determining that a clip identifier C6 is an initial clip identifier of the Block B to which the clip identifier C8 belongs, and (iii) assigning to each clip identifier C6 . . . C8 in reverse order a respective one of the player identifiers P1 . . . P3 selected in a reverse ordered and looping fashion starting with the player identifier P1. As shown in
Notably, player identifiers may be assigned to respective ones of the remaining clip identifiers in a variety of ways. This may involve making a second determination that a clip identifier Cq is a next one of the clip identifiers C1 . . . Cn after the clip identifier Cm to have a player-identifier assignment-restriction. For instance, this may involve the scheduling system 102 making a second determination that the clip identifier C13 is a next one of the clip identifiers C1 . . . C15 after the clip identifier C8 to have a player-identifier assignment-restriction.
The process of assigning player identifiers to the remaining clip identifiers may further involve responsive to making the second determination, (i) determining that the clip identifier Cs is restricted to being assigned a player identifier Py from the player identifiers P1 . . . Px, (ii) determining that a clip identifier Cr is an initial clip identifier of a block to which the clip identifier Cs belongs, and (iii) assigning to each clip identifier Cr . . . Cs in reverse order a respective one of the player identifiers P1 . . . Px selected in a reverse ordered and looping fashion starting with the player identifier Py.
For example, this may involve the scheduling system 102 (i) determining that the clip identifier C13 is restricted to being assigned the player identifier P3, (ii) determining that a clip identifier C10 is an initial clip identifier of the Block C to which the clip identifier C13 belongs, and (iii) assigning to each clip identifier C10 . . . C13 in reverse order a respective one of the player identifiers P1 . . . P3 selected in a reverse ordered and looping fashion starting with the player identifier P3. As shown in
In one example, one or more of the techniques described above may be repeated for one or more additional sets of clip identifiers within the clip identifiers Cs+1 . . . Cn. As such, the scheduling system may repeatedly determine the next clip identifier having a player-identifier assignment-restriction, and assign player identifiers from that clip identifier to the previously determined clip identifier in the manner described above.
Once the scheduling system 102 has assigned player identifiers to clip identifiers as described above, the scheduling system 102 may assign player identifiers to any still remaining clip identifiers in a variety of ways. For instance, this may involve the scheduling system 102 assigning to each remaining clip identifier in order a respective one of the player identifiers P1 . . . Px selected in an ordered and looping fashion starting with a particular player identifier (e.g., by “resetting” the particular player with each new set of clip identifiers to be assigned, or perhaps by continuing the “looping” from the player identifier assigned to the immediately prior clip identifier). Continuing with the example above and as shown in
At block 610, the method may involve traversing the clip identifiers Cq . . . Cm, and for each traversed clip identifier, causing a player identified by the one of the player identifiers P1 . . . Px assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier. For example, the method may involve the scheduling 102 system traversing the clip identifiers C6 . . . C8, and for each traversed clip identifier, the scheduling system 102 causing a player identified by the one of the player identifiers P1 . . . P3 assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
Notably, in the instance where the first list includes additional clip identifiers in addition to clip identifiers Cq . . . Cm, and those clip identifiers are assigned player identifiers as described above, the function at block 610 may involve traversing more clip identifiers, such as the clip identifiers Cr . . . Cs or perhaps clip identifiers C1 . . . Cn. For example, the method may involve the scheduling system 102 traversing the clip identifiers C1 . . . C15, and for each traversed clip identifier, the scheduling system 102 causing a player identified by the one of the player identifiers P1 . . . P3 assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
In one example, the scheduling system 102 may perform the function at block 606 in response to the scheduling system 102 making a determination that the rundown has been initialized or edited. For example, consider the rundown 300 as shown in
However, due to scheduling system 102 performing the function at block 606 in response to making a determination that the rundown 300 has been edited (and therefore causing the scheduling system 102 to perform the function at block 608), the scheduling system 102 may assign different player identifiers to select clip identifiers. In particular, as shown in
As a result, in connection with the rundown 300, each player 108a-c has a strong likelihood of having a sufficient amount of time to its respective clip before needing to play it out. Further since Clips 10 and 13 are now scheduled to be played out of different players, the production switcher 110 can effectively run the DVE described above. It should also be noted that assignments for the clip identifiers in the remaining blocks (i.e., Block A and Block B) remain unchanged.
At block 702, the method may involve accessing a first list that includes ordered clip identifiers separated into at least two blocks.
At block 704, the method may involve accessing a second list that includes ordered player identifiers, wherein the number of player identifiers is less than the number of clip identifiers.
At block 706, the method may involve making a determination that a first particular clip identifier is an initial one of the clip identifiers to have a player-identifier assignment-restriction.
At block 708, the method may involve responsive to making the determination, (i) determining that the first particular clip identifier is restricted to being assigned a particular player identifier from the player identifiers, (ii) determining that a second particular clip identifier is an initial clip identifier of a block to which the first particular clip identifier belongs, and (iii) assigning to each clip identifier from the first particular clip identifier to the second particular clip identifier, inclusive, in reverse order a respective one of the player identifiers selected in a reverse ordered and looping fashion starting with the particular player identifier.
At block 710, the method may involve traversing the clip identifiers from the first particular clip identifier to the second particular clip identifiers, inclusive, and for each traversed clip identifier, causing a player identified by the one of the player identifiers assigned to the traversed clip identifier to load a clip identified by the traversed clip identifier.
It should also be noted that the variations described in connection with the first, second, third, and fourth example methods may likewise be applied to each other of those other example methods.
While one or more functions have been described as being performed by certain devices or entities (e.g., the scheduling system 102), the functions may be performed by any device or entity, such as those included in the NPS 100 described above.
For instance, rather than the scheduling system 102 assigning player identifiers to clip identifiers, the scheduling system 102 may send clip identifiers to the player controller 104 such that the player controller 104 may assign player identifiers to clip identifiers. Then, the player controller 104 may send to the scheduling system 102, an indication of such assignments such that the scheduling system 102 may edit the rundown accordingly.
As noted above, while examples of the disclosed method have been described in connection with an NPS and a news program, examples of the method may be implemented in other environments and/or in connection with other programs or other types of video. For instance, in one example, the disclosed method may be implemented in connection with a master control system. A master control system may facilitate the broadcast of a program according to a traffic schedule (sometimes referred to as a “traffic log”), which specifies an order of events that relate to a broadcast for a given station during a given time period. According to one example variation, in connection with the method described above, rather than being part of a rundown, the first list may be part of a traffic schedule for a program broadcast. In this instance, a block of clip identifiers may correspond to a block of the program broadcast, and another block of clip identifiers may correspond to another block of the program broadcast. The blocks of clip identifiers may be separated from each other by a particular portion of the traffic schedule, such as a reference to a particular video source, for instance.
Also, the functions need not be performed in the disclosed order, although in some examples, an order may be preferred. And not all functions need to be performed to achieve the desired advantages of the disclosed system and method, and therefore not all functions are required.
It should also be noted that the variations described in connection with select examples of the disclosed system and method may be applied to all other examples of the disclosed system or method.
Further, while select examples of the disclosed system and method have been described, alterations and permutations of these examples will be apparent to those of ordinary skill in the art. Other changes, substitutions, and alterations are also possible without departing from the disclosed system and method in its broader aspects as set forth in the following claims.
This disclosure is a continuation of U.S. patent application Ser. No. 14/208,933 filed on Mar. 13, 2014.
Number | Date | Country | |
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Parent | 14208933 | Mar 2014 | US |
Child | 15484415 | US |