To explain this, it is helpful to look at how metadata in time based media has been used conventionally outside of the context of Digital Asset Management. Many marketers who have been involved in the production of corporate showreels or audio broadcasts will be familiar with EDLs (Edit Decision Lists). These are series of in/out points recorded as time codes that describe to a video or audio editor what parts of the original footage are to be included or excluded from the final production. Historically, these may have been recorded using something as simple as a pencil and paper. With the advent of non-linear editing, this has been replaced by electronic equivalents, although the basic idea has not changed.
Timeline metadata, however, extends the EDL concept by allowing a more diverse range of attributes about sections of time based media to be recorded. As well as marking in/out points, many modern video or audio container formats now include support for cue points to be embedded into the media also. Why is this beneficial? To answer this, consider some potential practical applications of timeline metadata:
Linked Media Assets
A lot of video footage or audio clips may implicitly cross reference
a wide range of other subjects as the media is playing. For example,
if a video contains a series of scenes describing different business
units or markets, it is possible to show to the user photos, documents
or other files that specifically relate to those subjects – but
only when they actually appear in the clip. The same links can also
work in reverse which enables the same static assets to also directly
cross-reference the section of a clip that they relate to. With time
based media this can save staff hours of time having to watch material
that has no relevance to them. As well as productivity gains, linked
media assets can also increase the visibility of assets that may have
previously not been found via a conventional search facility.
Triggers
Having cue points embedded into media enables users of Digital Asset
Management systems that support them to setup triggers that can call
other processes when the user is watching or listening. A simple example
is the ability to identify how much of a clip has actually been viewed.
While most systems can record whether or not a media assets has been
accessed, this gives an incomplete picture of what proportion of the
media has been reviewed. Triggers enables more accurate reporting about
usage to be established. There are a wide range of other opportunities
offered by timeline triggers for integrating Digital Asset Management
with third party applications.
Micro Navigation
Most readers will be familiar with the ‘chapters’ concept
used in consumer DVDs that allow them to jump from one section of a
film to another. Using timeline metadata, the same flexibility is also
possible within Digital Asset Management systems. Linear footage or
audio can be embedded with cue points that allow users to navigate the
clip at a micro level. This permits full non-linear consumption. As
with linked assets, this can save users a lot of time finding the section
of a clip that they require. When closely integrated with the search
facilities provided by a DAM system, not only can users find media assets
but also they can also access directly the section that is relevant
to their needs.
Custom User Editing – Personal
EDLs
A more advanced facility that timeline metadata provides is the ability
for users to create their own custom edited editions of footage by generating
their own set of in/out points. The list of edit points (the user’s
personal EDL) can also be shared with colleagues and also be used to
produce custom editions of footage quickly and easily without the need
to request them from a production company. The flexibility and cost
savings that this kind of power provides clearly has considerable potential
benefits for marketers for whom video production costs will often constitute
a major proportion of their annual budget.
For further information on timeline metadata and related features for both corporate and specialist video and audio libraries, see: Video Open Studio.