Clockspeed Boundary Modularity: A Novel Approach to Architect Digital Cinema System by Sridhar Sadasivan Submitted to the System Design and Management Program in Partial Fulfillment of the Requirements for the Degree of Master of Science in Engineering and Management at the Massachusetts Institute of Technology January 2003 2003 Sridhar Sadasivan. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part. Signature of the Author Sridhar Sadasivan System Design and Management Program January 2003 Certified By Prof. Charles H. Fine Chrysler Leaders For Manufacturing Professor MIT SJloan.School of Management 'hesis Supervisor Certified By Pr4. Fiona L\Murray A'gisnt _Pofessor MIT Sloan School of Management Thesis Supervisor Accepted By GM LFM Professo Prof. Steven D. Eppinger Co-Director, LFM/SDM Management Science and Engineering Systems Accepted By Professor of Aer nauticskAtrn MASSACHUSETTS INSTITUTE OF TECHNOLOGY APR 17 2003 LIBRARIES Prof. Paul A. Lagace Co-Director, LFM/SDM nd Engineering Systems BARKER Sadasivan, SDM Thesis 2 Clockspeed Boundary Modularity: A Novel Approach to Architect Digital Cinema System by Sridhar Sadasivan Submitted to the System Design and Management Program on January 15, 2003 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Engineering and Management Abstract Digital cinema brings to the motion picture industry a rate of change it has never seen before in its history. This work presents a unique view of architecting Digital Cinema system taking into account the fast-changing nature of the technology and dynamics between key players in motion picture industry. This approach for architecting involves strategically controlling the interface, i.e., the "clockspeed boundary" between slow and fast clockspeed elements within the system. It is believed that such an approach may provide essential market survival competency to the firms in the digital cinema value chain. The use of standards to control this boundary is also articulated. To provide a basis for this work, dynamics in the motion picture value chain and economics of standards are analyzed. The value chain analysis of the current motion picture industry is performed to understand the power and structure of the industry. The transition from analog to digital cinema seeks to alter the power distribution and dynamics in the industry. The issues involved in creating compatibility standards in digital cinema are also discussed. It is suggested here that the motion picture value chain will ultimately be defined by the product architecture decisions and standards decisions of new entrants and incumbents. Two alternate scenarios for value chain have been proposed. If standards efforts lead to open standards, the studios may still be powerful and the resultant value chain may look very similar to the current one. If system integrators maintain control over the architecture and standards, the resultant value chain may look very different. In such a case, these system integrators can potentially extract value from the studios. Given the importance of standards, a hybrid strategy for setting standards that combines market-oriented process along with committee-oriented process is suggested here. Finally, concurrent design of product architecture and value chain design is proposed because value chain and product architecture decisions interact and ultimately define various players' ability to capture value and maintain flexibility. To that extent, the product architectures of three system integrators are analyzed to understand the leverage these three firms have over the digital cinema value chain. The product architecture reflects each firm's core competencies, its relationships in the industry and their view of how value can be extracted. Thesis Supervisor(s): Professor Charles H. Fine and Professor Fiona E. Murray Sadasivan, SDM Thesis 3 This page is left intentionally blank Sadasivan, SDM Thesis 4 Acknowledgments I am truly indebted to my thesis advisors, Professors Charley Fine and Fiona Murray, for their time and energy in guiding me through this process inspite of their numerous other commitments. Special thanks to Glen Pearson, Karen Gleasman and Michael Schrader for facilitating my participation in this program. Thanks to my supervisors Bradley Coltrain and Peter Makarewicz for being very supportive during these two years. Many thanks to Les Moore for his support of this work. All my colleagues in the SDM program deserve to be commended. Their diverse viewpoints and wealth of experience provided me with a unique learning opportunity. The faculty and staff of this program deserve particular recognition for creating such an incredible learning environment. Many thanks to Ben Koo and Nathan Everett for their contribution to this work and Thomas Mackin, Jacqueline Tyson and Charles Hura for helping me maintain perspective through this program. Last but not the least, I am very grateful to my wife, Shuba for her support throughout these two years. Sadasivan, SDM Thesis 5 This page is left intentionally blank Sadasivan, SDM Thesis 6 Disclaimer The views expressed in this work are solely those of the author and are neither endorsed by, nor reflect, the views of any firm discussed herein. Sadasivan, SDM Thesis 7 This page is left intentionally blank Sadasivan, SDM Thesis 8 Table of Contents ABSTRACT .................................................................................. 3 ACKNOW LEDGMENTS ................................................................. 5 DISCLAIMER ................................................................................. 7 TABLE OF CONTENTS.................................................................9 FIGURES AND TABLES ............................................................ 11 CHAPTER 1: INTRODUCTION .................................................... 15 1.1 M otivation and Context..................................................................................... 1.2 Thesis O utline .................................................................................................. 15 17 CHAPTER 2: BACKGROUND.................................................... 2.1 2.2 2.3 2.4 2.5 19 H istory of C inem a .............................................................................................. Analog Cinema Technology.............................................................................. History of Digital Cinema................................................................................ Digital Cinema Architecture ........................................................................... Resolving Differences: Evaluating Analog and Digital Cinema Technologies ... 19 24 26 27 40 CHAPTER 3. CLOCKSPEED BOUNDARY ANALYSIS.............. 43 3.0 3.1 3.2 3.3 3.4 C hapter Sum m ary.............................................................................................. Introduction to Clockspeed ............................................................................. Introduction to Clockspeed Boundary.............................................................. Clockspeed Boundaries in Digital Cinema ...................................................... Modularity at Clockspeed Boundary................................................................ 43 43 45 50 52 CHAPTER 4 STANDARDS ANALYSIS....................................... 55 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 C hapter Summ ary.............................................................................................. 55 Introduction ...................................................................................................... . 55 Standards D efinition......................................................................................... 57 Economics of Standards - Benefits and Costs .................................................. 59 Key Elements of Standards Strategy ................................................................ 62 Standards Policy and Regulation....................................................................... 68 Combining Market and Official Standards - Hybrid Policy............................. 71 Value of Standards in Digital Cinema.............................................................. 72 Standards Activities in Digital Cinema: Status and Issues .............................. 73 Standards in Digital Cinema: Strategies and Recommendations..................... 78 CHAPTER 5: VALUE CHAIN ANALYSIS..................................... 81 5.0 5.1 5.2 5.3 C hapter Summ ary.............................................................................................. Introduction ...................................................................................................... Motion Picture Industry Overview.................................................................. Motion Picture Value Chain.............................................................................. Sadasivan, SDM Thesis 9 81 . 81 84 87 5.4 Value Chain Dynamics in Analog Cinema ...................................................... 5.5 Potential Digital Cinema Value Chains .......................................................... 89 91 CHAPTER 6: PRODUCT ARCHITECTURE STRATEGY............ 99 6.0 Chapter Summ ary............................................................................................. 6.1 Concurrent Engineering in Three Dimensions................................................. 6.2 Emerging Product Architecture Strategies......................................................... 6.3 Evaluation of Emerging Product Architecture Strategies .................................. 99 99 103 107 CHAPTER 7: CONCLUSIONS.........................111 APPENDIX A......................................113 Sadasivan, SDM Thesis 10 Figures and Tables Figures Figure 1. Cumulative digital movie releases since 1998 ............................................... 15 Figure 2. Magic lanterns with hand painted glass slides used to create early slide shows 19 Figure 3. Limelight burner. A hydrogen-oxygen burner used with calcium oxide to create 19 "lim e ligh t". ................................................................................................................ Figure 4. Thaumatrope. A card with a picture of bird on one side and a cage on the other. Twirling the card quickly with strings attached to either end creates an illusion of bird in the cage ...................................................................................................... . 20 Figure 5. Phenakistoscope. A toy that gets its name from the Greek words meaning "to trick," the earliest form of cinematography. ......................................................... 20 Figure 6. A Zoetrope that uses persistence of vision to create illusion of motion........ 21 Figure 7. A published collotype from Muybridge's animal locomotion studies ....... 21 Figure 8. Academy mono-optical soundtrack ............................................................... 22 Figure 9. Optical Dolby stereo soundtrack ................................................................. 23 Figure 10. Optical Dolby digital track ......................................................................... 24 Figure 11. Schematic of analog cinema technology .................................................... 25 Figure 12. Schematic of digital cinema architecture .................................................... 28 Figure 13. Digital cinema distribution system architecture ........................................... 33 Figure 14. Fluorescent Multi-layer Disc (FMD) - ROM hard disk drive technology ...... 35 Figure 15. Digital Micromirror Device (DMD) with 848 x 600 mirrors. The central reflective portion of the device consists of 508,800 tiny tiltable mirrors. ............. 36 Figure 16. DMD light switch that has been fabricated over a CMOS substrate by CMOS type processes............................................................................................................. 37 Figure 17. A three-chip DLP® projection system......................................................... 38 Figure 18. Schematic of digital cinema projector with D-ILA* technology ................ 39 Figure 19. Typical architecture of digital still camera ................................................. 48 Figure 20. Roadmap of D-ILA development ............................................................... 51 Figure 21. Schematic representation of lock-in cycle.................................................. 60 Figure 22. Schematic representations of standards dynamics ...................................... 60 Figure 23. Digital cinema architecture used by SMPTE working groups for coordinating standards developm ent ........................................................................................... 74 Figure 24. Schematic of scope of SMPTE's standards activities .................................. 75 Figure 25. Double helix illustrating how industry/product structure evolves from vertical/integral to horizontal/modular and back .................................................... 83 Figure 26. Comparison of theater openings and closings in U.S. (2001 vs. 2000)..... 85 Figure 27. Distribution of revenue in motion picture industry ...................................... 86 Figure 28. Current players in the motion picture value chain....................................... 87 Figure 29. Motion picture industry's double helix experience ...................................... 89 Figure 30. Pre and post consolidation market share and box office revenues.............. 91 Figure 31. Key links in analog capture chain ............................................................... 93 Figure 32. Firms that are part of Thomson Multimedia involved in digital cinema activ itie s ..................................................................................................................... 94 Figure 33. Potential motion picture supply chain ......................................................... 95 Sadasivan, SDM Thesis 11 Figure 34. Kodak digital cinema mastering process architecture ................................... 104 Figure 35. Kodak digital cinema exhibition process architecture................................... 104 Figure 36. Technicolor digital cinema product architecture........................................... 105 Figure 37. Boeing digital cinem a.................................................................................... 106 Figure 38. Mapping Kodak's architecture to generalized architecture. Green shaded areas denote areas of control and dotted lines indicate points of modularity.................... 108 Figure 39. Mapping Technicolor's architecture to generalized architecture. Green shaded areas denote regions of control and dotted lines show points of modularity........... 108 Figure 40. Mapping Boeing's architecture to generalized architecture. Green shaded areas denote regions of control and dotted lines show points of modularity. ................... 109 Figure 41. Digital cinema architecture used by SMPTE working groups in coordinating standards developm ent ............................................................................................. 113 Figure 42. Schematic of scope of SMPTE's standards activities ................................... 114 Figure 43. DC 28.3 functional block diagram showing the different interfaces............. 117 Figure 44. Functional block diagram showing the different interfaces for conditional access sy stem ............................................................................................................ 118 Figure 45. Functional block diagram for DC 28.5 working group showing the different interfaces .................................................................................................................. 1 19 Figure 46. Functional block diagram of various interfaces in theater management system .................................................................................................................................. 12 0 Sadasivan, SDM Thesis 12 Tables Table 1. Key milestones in the development of digital cinema system........................ 27 Table 2. Uncompressed movie sizes ............................................................................. 30 Table 3. Clockspeeds of a few representative industries ............................................. 44 Table 4. Evolutions of home video game systems from 1982-1996.............................. 48 Table 5. Smallest diagonal format sensor introduced in a digital still camera by resolution and year of introduction ......................................................................... 49 Table 6. DLP chip resolutions and their year of introductions ...................................... 50 Table 7. Classifications of standards ............................................................................. 57 Table 8. Compatibility standards distinction ............................................................... 57 Table 9. Elements of standards strategy ...................................................................... 62 Table 10. Strategic positioning decisions ...................................................................... 63 Table 11. Strategic positioning: costs and benefits....................................................... 64 Table 12. Strategic positioning selection factors ........................................................... 65 Table 13. Examples of strategic positioning.................................................................. 65 Table 14. Policy intervention scenarios ......................................................................... 69 Table 15. Effectiveness factors for market versus committee standards processes.......... 70 Table 16. Different digital cinema working groups....................................................... 76 Table 17. Firms in current value chain ........................................................................ 89 Table 18. Incumbents and new entrants providing digital cinema products or services .. 92 Table 19. Alignment of product and supply chain architectures. ................................... 102 Table 20. Different digital cinema working groups........................................................ 115 Sadasivan, SDM Thesis 13 This page is left intentionally blank Sadasivan, SDM Thesis 14 Chapter 1: Introduction 1. 1 Motivation and Context "Any sufficiently advanced technology is indistinguishablefrom magic". - Arthur C. Clarke It has been three years since the long-awaited prequel "Star Wars Episode One: The Phantom Menace" debuted in theaters across the country during the summer of 1999. The movie signaled the debut of the new "Digital Cinema" technology into the market place. Since then, 22 movies have been released in digital format and the number continues to grow every year. Figure 1 shows the number of movies that have been released in the digital format since Phantom Menace. 30 - -- --------- 1A - 25 0 20 15 o10 0 1998 1999 2000 2001 (1Q) Year Figure 1. Cumulative digital movie releases since 19981 The number of screens with digital projectors currently is about 150, less than 1% of the total screens in the U.S. The adoption rate continues to be slow despite optimistic projections. No one in the movie business has pushed harder for digital technology than George Lucas and Lucasfilms Ltd. His recently released "Star Wars Episode II: Attack of the Clones" is the highest profile film ever created with digital cameras, and it incorporates cutting-edge, computer-generated imagery in every shot, says Anna Wilde "Digital Cinema: Year Two- Getting Down to Business," April 2001, http://www.screendigest.com Sadasivan, SDM Thesis 15 Mathews in a March 28, 2002 article for the Wall Street Journal.2 "When the film rolls out to theaters on May 16, all that digital wizardry will be transferred to low-tech rolls of celluloid that run through oldfashioned film projectors. Indeed, after years of hype surrounding the high-tech future of motion pictures, there still are only 27 U.S. theaters where moviegoers can see a film that's projected digitally, though industry officials say there may be more digital screens in operation by May." Meanwhile, the health of cinema exhibitors is hardly robust. General Cinema and Loews Complexes, two of the major eight movie exhibitors, have filed for Chapter 11 bankruptcy reorganization in the past year3 . While the studios/distributors seek to benefit from the digital cinema transition, the cash-strapped exhibitors are expected to pay for the transition, which has significantly slowed adoption. Given this issue of capital outlay, it is also being argued by a few industry analysts that movies may not be the ideal choice of application for digital cinema. Interestingly, Michael Karagosian, a motion picture industry consultant says4, "Despite the attentionpaid in the press, major motion pictures are not the killer applicationsfor digital cinema... While the industry waitsfor digital movies to make better economic sense, the infrastructure for digital cinema will be built, but not in the order that one might expect." Karagosian further asserts that exhibitors will more likely use digital cinema infrastructure for other electronically projected entertainment and may eventually use it for digital cinema. Despite the early overenthusiasm and most recent pessimism on digital cinema adoption, digital cinema is an exciting new technology that promises to truly change the paradigms of entertainment. The digital cinema technology provides a substantial number of capabilities over existing analog cinema. These capabilities are set to transform the 2 Who will pay for the next wave of Theater Technology: Star Wars forces the issue," Anna Wilde Mathews, Wall Street Journal, March 28, 2002. 3 "Financial Straits Hit Majors' Screen Count," April 2001, http://www.screendigest.com 4 "Backing into Digital Cinema," Michael Karagosian, MKPE Consulting, http://www.mkoe.com/library/ Sadasivan, SDM Thesis 16 entire existing motion picture industry. However, many key questions remain to be explored including: u What are the ramifications of digital cinema capabilities to the motion picture industry value chain? Li How will the standards shape the market opportunities in movie industry? o How do product architecture decisions affect the movie industry value chain? This work attempts to answer these questions. In addition, digital cinema brings to the motion picture industry a rate of change it has never seen before in its history. It seeks to disrupt businesses, their practices and relationships and attempts to create a fast-changing environment. Every firm, whether an incumbent or a new entrant, wonders if a sustainable competitive advantage can be created in such a fast changing environment. This work suggests a unique way of creating sustainable competitive advantage by appropriate design of product architecture. This work further highlights the merits of strategically managing interfaces in product architecture with a view toward creating and capturing value. 1.2 Thesis Outline A brief history and description of analog cinema technology is presented, followed by the history of digital cinema in the second chapter. The digital cinema architecture and the technologies that comprise the architecture are discussed in sufficient detail to highlight the capabilities of digital cinema technology. The concepts of "technology clockspeed" and "clockspeed boundary" are introduced and elaborated in the third chapter. Examples of clockspeed boundaries in common systems are provided to explain these concepts further. The implications of clockspeed boundaries in a system or a subsystem are elaborated. It is argued here that unique, competitive advantage can be achieved by strategically managing clockspeed boundaries. Modularizing along the clockspeed boundary and standardizing the interface is also proposed. In addition, the merits for standardizing the interface are discussed in this chapter. Sadasivan, SDM Thesis 17 The dynamics of standards in digital cinema, particularly along clockspeed boundaries, is discussed in the fourth chapter. The standards add value by indirect network effects working through the demand for the product. A brief taxonomy of standards and a brief overview of key concepts in standards strategy are presented here. The overview summarizes economics of standards benefits versus cost, and key elements of standards strategy. It is claimed here that positioning decisions (open vs. proprietary) pertaining to a standard should be made strategically because the value a company can expect to obtain from the standard is determined by degree of openness of the standard. The value chain analysis of the motion picture industry is presented in the fifth chapter. In particular, the dynamics in the existing value chain is discussed, since adoption of digital cinema is dependent on the dynamics between key players in the chain. Moreover, new opportunities created by digital cinema technology are presented. It is suggested that the motion picture value chain will ultimately be defined by the product architecture decisions and standards decisions of new entrants and incumbents. Two alternate scenarios for value chain have been proposed. If standards efforts lead to open standards, the studios may still be powerful and the resultant value chain may look similar to one that exists currently. If system integrators maintain some control over the architecture and standards, the resultant value chain may look very different from today and the system integrators could potentially extract value from the studios. Finally, the need for concurrent design of product architecture and value chain is elaborated in the sixth chapter. Standards, value chain and product architecture decisions interact and may ultimately define various players' ability to capture value. The architecture strategies of three system integrators, Eastman Kodak Company, Technicolor and Boeing, are analyzed on several fronts, including integrality/modularity decisions in their architectures, location of modularity relative to clockspeed of different technologies, alignment of supply chain and product architectures and the extent of architectural control. Sadasivan, SDM Thesis 18 Chapter 2: Background 2.1 History of Cinema Cinema dates back to the 14th century, having spread from India or Java through Middle East, when shadow plays, involving projection using a lantern and animated puppets, became popular in Europe. Figure 2. Magic lanterns with hand painted glass slides used to create early slide shows.5 A shadow play theatre was very successful in Versailles in 1776, which survived the French Revolution and ran until the 1850s. By 1800, traveling showmen were using lanterns with a lens and illuminated by oil to provide entertainment. The development of large-scale entertainment soon became possible when Hare invented the hydrogen-oxygen blowlamp in 1802; this led to Drummond's signal light of 1826, shown in Figure 3, which used calcium oxide to produce the "lime light." Figure 3. Limelight Burner. A hydrogen oxygen burner used with calcium oxide to create "lime light." 5 s "A Centennial Salute to Cinema", Smithsonian Institution Website, httD://Dhoto2.si.edu/cinema/cinema.html Sadasivan, SDM Thesis 19 The thaumatrope, shown in Figure 4 relies on the persistence-of-vision principle to create illusions of motion. Persistence-of-vision is the eye's ability to retain an image for roughly 1/20 of a second after the object is gone. Figure 4. A Thaumatrope. A card with a picture of bird on one side and a cage on the other. Twirling the card quickly with strings attached to either end creates an illusion of bird in the cage.6 Joseph Plateau in Belgium and Michael Faraday in England developed the phenakistoscope, shown in Figure 5. The phenakistoscope also uses the persistence-ofmotion principle to create an illusion of motion. Figure 5. A Phenakistoscope. A toy that gets its name from the Greek words meaning "to trick", the earliest form of cinematography. 7 The phenakistoscope has two discs mounted on the same axis. The first disc has slots around the edge, and the second disc contains drawings of successive action, drawn around the disc in concentric circles. As phenakistoscope's discs spin together in the same direction, and when viewed in a mirror through the first disc's slots, the pictures on the second disc appear to move. 6 http://www.scu.edu .au/schools/hmcs/media/video/SCUsite/lessons/history3. html 7 http://www.mtsu.edu/~english/367/367images/phenakistoscope.jpg Sadasivan, SDM Thesis 20 In 1867, Michael Bradley (England) and William Lincoln (America) independently developed the zoetrope shown in Figure 6, which used 13 slots and 13 pictures spinning around in a metal cylinder. By varying the number of pictures, relative figure movement was simulated. The device was cheaper to produce, ran more smoothly and for longer than the phenakistoscope, and could be viewed by several people at once. Figure 6. A Zoetrope uses persistence of vision to create an illusion of motion.8 The first successful device to use sequence photography to create moving pictures was Edward Muybridge, who took photographs of a horse in 1878 and demonstrated how this represented a mere half second of motion with his zoopraxiscope device.9 Inspired by Muybridge's work, Etienne-Jules Marey analyzed high-speed motion in the early 1890s, (helped by developments such as sensitized paper superseding glass plates and general improvements in the equipment available), produced photographic-sequence cameras and demonstrated the principles, which formed the basis of cinematography. Figure 7. A published collotype from Muybridge's animal locomotion studies. 9 The first commercial transparent roll film, developed by George Eastman, was available for sale in 1889. The availability of this flexible film made possible the development of Thomas Edison's Kinetoscope in 1891. Four years later, the Lumiere http://www.disneylandtoday.com/CaliforniaAdventure/HollywoodPictures/zoetrope.htm 9 "A Centennial Salute to Cinema," Smithsonian Institution at http://photo2.si.edu 8 Sadasivan, SDM Thesis 21 brothers presented the first moving images to a paying audience. The first films were very short, sometimes lasting only a few minutes. They were shown at fairgrounds, music halls or anywhere a screen could be set up and a room darkened. By 1914, several national film industries were established in Europe, Russia and Scandinavia. As more people paid to see movies, the industry that grew around them was prepared to invest more money in their production, distribution and exhibition - large studios were established and special theatres built. Color was first added to black-and-white movies through tinting and stenciling. By 1906, the principles of color separation were used to produce "full color" moving images. Early processes were cumbersome and expensive and color was not widely used until the introduction of the three-color Technicolor process in 1932. While the introduction of color was a great technical leap for cinema, it was the invention of synchronized sound that many consider the most important development in motion picture technology. The 1926 release of "The Jazz Singer," featured a sound technology called Vitaphone, which employed a separate disk to replay the sound. During the 1930s, soundtrack on film became the norm. A sliver of space on the side of the picture frame was allocated for an optical track, as shown in Figure 8. The sound signal was written on this track. During projection, the light was passed through this track and picked up by a photo sensor. By varying the width of the opening, the amount of light delivered to the photocell was varied, creating varying voltages in the sensor, and a soundtrack was created. The basic architecture of the soundtrack as a part of the film is still employed today. Figure 8. Academy mono optical soundtrack 1 10 Brian Florian, "Learning from History - Cinema Sound," http://www.hometheaterhifi.com/volume 9 2/feature-article-curves-6-2002.html Sadasivan, SDM Thesis 22 Thomas Edison had used 35 mm film in his kinetoscope and in 1909; this film size became the industry standard. The picture had a height-to-width relationship known as the aspect ratio, of 3:4 or 1:1.33. Although there were many experiments with other formats, there were no major changes until the 1950s. The introduction of television in America prompted a number of technical experiments designed to maintain public interest in cinema. In 1952, the Cinerama process, using three projectors and a wide, deeply curved screen was introduced. It created a sense of greater involvement and proved extremely popular. However, it was technically cumbersome and wide screen cinema was not extensively used until the introduction of the Cinemascope in 1953, which used single projectors. Cinemascope had optically squeezed images on the 35mm film, which were expanded laterally by the projector lens. By the end of the 1950s, the shape of the cinema screen had effectively changed, with aspect ratios of either 1:2.35 or 1:1.66 becoming standard. In 1977, along with "Star Wars," a new sound format was introduced. Dolby created a way to deliver four channel soundtracks optically on the film. Through their experience with noise-reduction technology, two optical channels were placed on the film in the space previously occupied by the single track. A center and surround channel was folded into the left and right optical tracks. When "decoded" in the theater, the system yielded three screen channels and one surround. By the mid 1980s, virtually every commercially released film featured four-channel Dolby Stereo sound. Optical Dofb Stirv Stoundirack Figure 9 Optical Dolby stereo soundtrack. "1 Florian, 2002 Sadasivan, SDM Thesis 23 In 1992, Dolby introduced the next generation of motion picture sound known as Dolby Digital. Dolby Digital features three front screen channels, two rear surrounds, and one Low Frequency Effect (LFE) track. The sound is digital and all channels are discrete, meaning that each channel is a separate track in the recording, rather than the rear channel and front-center channel having to be extracted from two stereo channels. It is optically printed between the sprocket holes on the 35 mm release prints, utilizing the Dolby compression technology. It fits on the film without taking space away from either the existing Dolby stereo optical soundtrack or the picture itself. Today, just about every commercial movie release features a Dolby digital soundtrack. Figure 10. Optical Dolby digital track. 12 Large-format cinematography has seen something of a revival in recent years. Specialist large-screen systems using 70 mm film have also been developed. The most successful of these is IMAX, which had 200 permanent theatres around the world by 2001. 2.2 Analog Cinema Technology The schematic of analog cinema technology is shown in Figure 11 below. 12 Florian, 2002. Sadasivan, SDM Thesis 24 Film 1 C.G. Graphics Video cameras Telecines Traditional Production Negtive Color Time Inter Positives Dupe Inter Negatives Archive Prints 10 Archive Prints Film Projector Release Prints Figure 11. Schematic of analog cinema technology. The movie production begins by capturing the content on film or videotape. Recording of the content on videotapes started in the 1970s, with the arrival of SONY Betamaxe on the scene. The film content is edited by cuts and splices. The video content, either videotapes or computer-generated graphics, is edited and transferred onto the film using a Telecine (television to cinema conversion) device. These inputs (which are color negatives), along with audio and subtitles, if any, are combined to form the "Master"(which is called color positive). The audio tracks are highly compressed and written on the Master. The narrow tracks on the Master allocated for sound have limited bandwidth. The Master is typically archived. The Master (which is also called Color Timed Inter Positive) is used to create a number of Duplicate (Dupe) Inter-Negatives. The inter-negatives are used to produce the thousands of film projector release prints that are then sent to the exhibitors. The distribution copies are sent to the exhibitors (i.e., movie theaters) through normal shipping channels (FedEx or private courier). Theaters typically receive movies in 2000' reels. The film in the reels is spliced together along with industry and in-house trailers to form a continuous program. Special cues or pieces of metallic tape are placed on the film Sadasivan, SDM Thesis 25 to automate the display. The theater automation system picks up these cues and operates projection equipment, controls theater lightings and the sound system. The traditional approach to motion picture projection involves an electromechanical transport mechanism that moves the film past an illuminated projector lens at a fixed rate of 24 frames per second. The distribution prints tend to degrade over time as a result of color fading, scratches and dirt and usually have to be replaced after 6-8 weeks. However, as the movie moves to second run theaters, the quality issues are generally ignored. The current architecture has been in place for over a century, but elements of the architecture have been evolving slowly. As mentioned previously, the sound technology has improved steadily with the introduction of Dolby Digital® and Dolby Stereo*. Similarly, because of the ubiquitous presence of 35 mm film cameras, the options available for transferring film-originated images to digital for color-correction and other digital intermediate work and transferring those images back to 35 mm have been increasing lately. Digital mastering has found favor with filmmakers because it offers a level of image control impossible to attain with traditional photochemical processes. 2.3 History of Digital Cinema Digital cinema is not just replacement of films and cinema projectors with a digital file and digital projectors. Rather, it is a series of technologies and solutions that are capable of capturing, processing, transferring and projecting an image file in an alldigital format. At the heart of the digital cinema is the digital projector technology. Currently, there are two competing technologies. The first was developed by JVCHughes and Texas Instruments developed the other. Table 1 presents major milestones in the development of digital cinema system. Year 1987 1988 1990 1992 Milestones in Digital Cinema Development Researchers in Hughes Aircraft Corporation develop a liquid crystal valve capable of displaying video and high-resolution graphics, a forerunner to current Image Light Amplifier (ILA) technology. Texas Instruments demonstrates Digital MicroMirror Device (DMD) technology for display applications Hughes Aircraft and Japan Victor Company (JVC) create a joint venture to commercialize light valve technology for large screen display markets. JVC-Hughes demonstrates the Image Light Amplifier (ILA) projection Sadasivan, SDM Thesis 26 1993 1994 1995 1999 1999 2000 2001 technology Entertainment Technology Center (ETC) set up at University of Southern California to examine emerging technologies and their impact on motion picture industry Grated Light Valve (GLV) projection-display company, Echelle (now "Silicon Light Machines") founded. Echelle/Silicon Light Machines obtains DARPA contract to develop Micro Electro Mechanical System (MEMS) based on low power and portable display technology. Texas Instruments showcases the digital cinema projector known as Digital Light Projector (DLP) based on Digital MicroMirror Device (DMD) technology. Two digital theaters in Los Angeles and New Jersey screen "Star Wars: Episode 1 - The Phantom Menace" using TI's DLP projector. Technicolor and Qualcomm create a joint venture Technicolor Digital Cinema to develop end-to-end digital cinema systems. TDC and TI announce new installations of DLP projectors bringing the world wide digital screen count to 30. Kodak unveils plans for creating end-to-end Kodak Digital Cinema System using JVC's D-ILA technology. Table 1. Key milestones in the development of digital cinema system.13 2.4 Digital Cinema Architecture The digital cinema system, like analog cinema with its elements of capture, distribution and display is shown in Figure 12. This section will focus on the different technologies (or subsystems) that form the digital cinema system. 13 "Digital Cinema, A Screen Digest Report," http://www.screendigest.com/ Sadasivan, SDM Thesis 27 Conditional Access Security Infrastructure Content Owner/ Distributor Conditional Access mp. CpCo Imap y omp. Sound T Transport Subtitle Subtitle Projection -~DeConip. magemayImage Comp. Sound omp. Sound -- Exhibitor Conditional Access -p Comp. Sound System DeComp. __ ojAudio Sound System SutteSog -~ System utte~Subtitle Auxiliary Auxiliary Auxiliary Auxiliary - Auxiliary - System -- a Auxiliary Encryption Decryption Capture Prouction Production Theater Management System Disribution Display Figure 12. Schematic of digital cinema architecture. 14 Capture There are currently three modes of capturing and creating images that form the starting point for the digital cinema. The predominant mode of capturing action today is by recording the action on film. An alternative to this approach includes creating movies in a cameraless digital environment. Popular animation movies such as Disney and Pixar's Toy Story and A Bug's Life are representative examples of such an approach. The third and increasingly popular mode is through all digital capture by Digital Videos (DV). Star Wars Episode II - Attack of the Clones was shot with a specially made highdefinition DV camera (with 1920 x 1080 lines of resolution) made by Sony and Panavision. This mode of creating movies is still not prevalent. The resolution of the state-of-the art DV cameras is about 2M, while the film cameras provide resolutions greater than 4M. The DV cameras with 4M resolutions may be available in near future, but the adoption of these cameras may be slow until the reliability of mobile data storage devices improves. 1 "DC 28, SMPTE Digital Cinema Study Group Interim Report," 2001. Sadasivan, SDM Thesis 28 Until reliable high-density storage of digital data is available at an affordable cost, capturing images through film and converting them into a digital file will be the predominant mode for creating digital cinemas. Digital Mastering The Digital film mastering process starts with the digitizing (scanning) of select or entire original film negatives or with loading digitally captured images or computergenerated images. Telecines and scanners are used to digitize images from film. Telecine plays the role of transferring films from physical entity to digital files. Telecines, originally designed for transferring movie content to video, have the ability to transport film and convert images to digital data in real time. The demand for telecine has grown in the past few years with the arrival of DVD and digital television - in particular HDTV- and as a creative tool during post production for special effects. Scanners are designed to capture each frame of film as a data file. The digitized images from telecines and scanners are edited, combined and color corrected frame by frame. Special effects are added and the final image manipulation is also done to enhance contrast, sharpness and grain to create the Digital Source Master (DSM). The DSM can be output to three different formats via. film, video or digital. The DSM file can be recorded to a film InterNegative (IN) or InterPositive (IP) using laser film recorders. This IN and/or IP will retain all the scene-to-scene color grading made on the digital file. The DSM can be also reformatted to create the various masters for HDTV and DVD. The DSM file can be further processed to create Digital Cinema Distribution Master (DCDM) that forms an integral part of the digital cinema architecture, which will be discussed further in this section. Post Production Encoding - Compression and Encryption DSM cannot be transported as such because of its large size and security concerns. It needs to be compressed and encrypted before it can be transported. Compression reduces transport bandwidth and storage requirements. Sadasivan, SDM Thesis 29 Compression Compression algorithms search for and remove redundancy in information. Compression techniques incorporate either intraframe or interframe compressions. In intraframe compression information within a single frame (spatial redundancy) is eliminated. The popular JPEG format is a well-known example of intraframe compression. Interframe compression algorithms rely on comparisons with preceding or subsequent frames to eliminate redundant data (temporal redundancy). These algorithms analyze the image file by breaking down each frame into blocks or sections (such as stripes) and identifying the frequency components within each. Superfluous information carried over between one block and the next is eliminated. The data is then recreated at the other end using algorithms before the picture is shown. The process drastically cuts down the number of full-image frames, leaving only data about the changes between each full frame. Table 2 shows the amount of data to present a digitized movie in an uncompressed format, assuming 24 bit pixels. Frame Size & Depth One Frame (Bytes) 1280 x 1024 1920 x 1080 3000 x 1500 4000 x 2000 3,932,160 6,220,800 13,500,000 24,000,000 Table 2 Uncompressed movie sizes. One Second (Mbytes) 94.37 149.30 324.00 576.00 One Hour (Gbytes) 339.0 537.0 1166.0 2073.0 Two Hours (Tbytes) 0.68 1.07 2.33 4.15 15 The compression schemes can be classified as either "near lossless" or "lossy." In near lossless algorithms, data is compressed in ways that are imperceptible to human vision, but may require an electronic tool to determine specific differences at the bit level, when comparing input to output. Near lossless compressions can be achieved at really low compression ratios such as 2:1 or 3:1.16 In lossy compression algorithms, data is SMPTE DC 28.3, Digital Cinema Compression Study Group Report, 2001. A compression ratio of 3:1 indicates that for every bit of data transmitted, three bits are thrown away and have to be restored. 15 16 Sadasivan, SDM Thesis 30 altered in ways that may be perceptible to human vision. Typical compression ratios used in such algorithms vary from 5:1 to 20:1. Lossy compression manifests as image artifacts such as blocking or picture freezing. Maintaining fidelity of the image has been a critical requirement for digital cinema. Hence, a compression ratio as low as 4:1 is typically used, while television, Internet and DVD applications entail compression by a magnitude of more than 10:1. Conditional Access System The protection of content is one of the biggest concerns with digital cinema. The conditional access system provides the basis for protecting the content in the Digital Cinema System, as shown in the architecture schematic in Figure 12. Recent cracking of DVD content scrambling system encryption code keys, leading to wide distribution of pirated first-run films on the Internet, has even more raised the need for security. Widespread availability of new movies in countries where the movies are yet to be released, as a result of massive disabling of regional DVD blocking schemes, is creating a huge panic within the already worried movie community. In general, the intent of the encryption system is to secure content as early in the digital mastering process as possible and to validate and release content for display as late in the system as possible. Two different modes of piracy have been prevalent with analog cinema. The predominant mode of pirating a first-run movie is by recording the content within a movie theater through camcorders and the like. Estimates suggest that about 80% of movie piracy occurs this way.' 7 The least common method of pirating analog cinema is stealing the entire set of film reels for duplication. Digital cinema may very well change this pattern. Technologies such as watermarking and frame rate alteration seek to eliminate today's common method of pirating content. But the risk of the entire content being pirated has increased significantly with digitization. To trace the origin of pirated material, such as those pirated using camcorders or digital video cameras, imperceptible visual digital watermarking techniques have been developed. These watermarks bear the signature of the theater and the timing of the show such that pirated movies can be traced back to their original location. 17 "Digital Cinema: Screen Digest Report," www.screendigest.com Sadasivan, SDM Thesis 31 Another suggested solution to prevent off-screen tapings by handheld video cameras is to screen films electronically at higher and variable frame rates rather than at conventional 24 fps. This on off over sampling would render any video recording of film unwatchable. This method has been proposed by Silicon Light Machines, whose chip can offer up to 97 MHz refresh rate. To prevent piracy of the entire movie, encryption/decryption of the content is considered. Regulating access to the decryption keys controls right to exhibit the content. The conditional access system will provide the decryption keys to the exhibition system upon verification of the system. Such a system is also expected to enforce policies that reflect currently established business practices regarding exhibition of the content. The policy elements, in currently established business practices, require a minimum number of showings per day with specific start and end times/dates, with continuous exhibition of the content without any alteration. Current business practices may also limit movie presentation to particular days or hours and to a specific screen at a specific theater. Moreover, current agreements prohibit making copies or allowing others to make copies of the content. The conditional access system in digital cinema architecture is expected to provide means for enforcing these policies. An effective closed loop encryption system that can track the content and keep it encrypted until it reaches the projection system is necessary. Such a control and monitoring element of the closed-loop encryption system would shut the exhibition system down at the first sign of tampering.' 8 An encryption system similar to the e-commerce encryption system is also being developed to distribute digital cinema content over secure channels on the Internet. Transport or Distribution The next challenge is in the transportation or transmission of the compressed and secured DSM called DCDM to exhibition sites around the world. Two different types of delivery systems have been proposed: Ideas here have been gathered from different sources including Morley's talk in Montreaux Symposium "From Studio to Theater: Delivering the Movie Electronically", Michael Karagosian's article, " Demystifying Digital Cinema" at www.mkpe.com and 18 SMPTE DC28.5 working group Interim Report at www.smpte.org. Sadasivan, SDM Thesis 32 (i) Physical media based methods where the content is stored on the magnetic media or optical media, such as DVD-R or hard drives and transported to the destinations through FedEx or other courier services. (ii) Electronic transmission methods where the content is distributed through satellites, high-speed communication lines or the Internet. Figure 13 shows digital cinema distribution system architecture, which incorporates both conditional access and distribution system. Three key components of the distribution system include the distributor gateway, theater gateway and the distribution system itself. The gateways not only provide a means of sending and receiving the content, but also provide a means of securing content. iia Satellite Delivery IP, ATM IP, ATM IP, High-speed _1P SON ET ATM. h SONET I/O and Buffer Storage ) I/O and Buffer Storage TerrestriaA~ Network IEEE 1394 andlor Dockablea SCSI Shuttles POTS POTS N or, V 9 Low-Speed Date FAir and Land IEEE 1394 andor Dockable SCSI Shuttles Airand Land Courier Distributor Gateway Contracted Transport Service Providers Theater Gateway Figure 13. Digital cinema distribution system architecture. 1 9 This system architecture proposes high-speed network and satellites to send the content to theaters, while it uses a low bandwidth network to authenticate the content and provide conditional access. While satellite and high-speed, network-based distribution '9 SMPTE DC 28.5, Digital Cinema Transport Study Group Interim Report, 2001. SMPTE members can find this report in the online library at www.smpte.org Sadasivan, SDM Thesis 33 may become prevalent, physical media based distribution may be the norm in near future. The architecture has provisions to incorporate transportable physical media-based distribution until electronic transmissions become the norm. The demand on this system includes system reliability, bandwidth scalability, time sensitivity and security. The DCDM will be transmitted to theaters over a relatively high bandwidth channel to a single or multiple destinations. The conditional access information may be sent over a lower bandwidth channel and would be a two-way interaction between the content owner or distributor and the exhibitor. Theater Systems The theater system architecture brings together elements needed for display (operation) and maintenance of a digital motion picture theater. The theater system architecture as shown in Figure 12 includes: (1) storage and playout subsystem for saving content received electronically or on physical media; (2) exhibition subsystem which houses the digital projector for displaying the movie in the auditorium; (3) theater management subsystem for coordinating the operational activities of the theater; (4) conditional access key management subsystem that interfaces with the distributors' conditional access system so that the access can be verified and the movie can be decrypted for display. (1) Storage The content received electronically or by physical media is stored in either hard drives or optical drives in theaters. The hard disk drives used to store content (known as Redundant Array of Inexpensive Disks (RAID)), consist of an array of inexpensive small disks arranged together such that they appear as a single storage device to the processor. Episode 1 used twenty 18 GB hard drives made by Pluto Technologies to store the movie during play back. These devices can be designed to provide redundancy against hardware failure. The optical disks, such as DVD-R, are much more scalable than RAID, with films written in multiple discs requiring a jukebox type device for play back. Beyond 2-D conventional optical disks, research efforts have focused on ways to develop 3-D storage Sadasivan, SDM Thesis 34 including holographic techniques and multi-layer storage, as illustrated below in Figure 14. Laser Incoherent Light Fluorescent Dye Figure 14. Fluorescent Multi-layer Disc (FMD) - ROM hard disk drive technology. The concept of multi-layer reflective optical discs originated in the early 1990s, but has met with little success. The limitation of multi-layer reflective optical discs arises from the combination of interference, scatter and intra-layer crosstalk of the signal with the probing laser beam leading to very low signal-to-noise ratio. The multi-layer fluorescent disks, shown in Figure 14, eliminate this problem by providing a fluorescent material rather than a reflective material in each layer. When the laser beam hits a pattern on a particular layer, fluorescent light is emitted. This emitted light has a different wavelength from the incident laser light and is incoherent in nature. Furthermore, it is unaffected by the patterns in the adjacent layer. The emitted light is picked up by a reader that filters the laser light and reads the signal contained within the emitted fluorescent light. As discussed earlier, research has shown that fluorescent material media containing up to a hundred layers are feasible, thereby increasing the potential capacity of a single card or disk to hundreds of Gigabytes. The use of blue lasers would increase the capacity potential to over one Terabyte. (2) Projection System This technology was introduced by Constellation 3D Inc., which disappeared in Aug. 2002. The material for this section, including Figure 14, were based on information from now defunct website http://www.c-3d.net/. Interestingly, Sony licensed the technology from Constellation 3D before its demise in 2001. 20 Sadasivan, SDM Thesis 35 The majority of the digital cinema projection applications have their genesis in military applications developed in the 1980s and early 1990s. The requirements for projection demand are much more stringent in military applications than are needed for digital cinema. At the core of the projection system is a device that converts digital signals into a visual image for projection on a screen. Each device is supported by a set of optical components: a lens, duplexing or beam splitting, prisms, and a light source typically a high-intensity xenon arc lamp. Texas Instruments (TI) uses the Digital MicroMirror Device (DMD) chip, JVC uses the Digital-Image Light Amplifier (D-ILA) chip, Silicon Light Machine uses Gratings Light Valve (GLV) - a MEMS chip and IBM uses a High Definition Light Valve (HDLV) chip to convert signal to visual image. In this section, the projection schemes of the two leading contenders, TI and JVC will be discussed in detail. Digital MicroMirror Device (DMD) Technology A DMD is a sophisticated semiconductor light switch. TI's Digital Light Projectors (DLP) DMD chip shown in Figure 15 is an 848 x 600 DMD chip with 508,800 tiny tiltable mirrors. ' Figure 15. Digital Micromirror Device with 848 x 600 mirrors. The central reflective portion of the device consists of 508,800 tiny tiltable mirrors.2 This array of tiny mirrors, fabricated on hinges on top of a static random access memory (SRAM), is a Micro Electro Mechanical System (MEMS) structure consisting of a mirror that is rigidly connected to an underlying yoke. Two thin, mechanically compliant torsion hinges, in turn, connect with the yoke. Electrostatic fields developed L.A. Yoder, "Introduction to Digital Light Processing (DLP)* Technology," http://www.ti.com/dlp/ 21 Sadasivan, SDM Thesis 36 between the underlying memory cell and the yoke and mirror cause rotation in a positive or negative direction. The rotation is limited by mechanical stops to +10 or -10 degrees. Each mirror is capable of switching a pixel of light. The hinges allow the mirrors to tilt between two states, +10 degrees for "on" or -10 degrees for "off' as shown in Figure 16. When the mirrors are not operating, they sit in a "parked" state at 0 degrees. Mirror -10 degrees Mirr+10 degres Landing tip CMOs substrate Figure 16. DMD light switch that has been fabricated over a CMOS substrate by CMOS type processes.22 The bit-streamed image code entering the semiconductor directs each mirror to switch on and off up to several thousand times per second. Each pixel of information is mapped directly to its own mirror in a 1:1 ratio. Hence, the resolution of the DMD chip shown in Figure 15 is 848 x 600. The resolution of the recently introduced DLP* System is 1280 x 1024 discrete pixels. When a mirror is switched on more frequently than off, it reflects a light gray pixel; a mirror that is switched off more frequently reflects a darker gray pixel. The mirrors in a DLP* projection system can reflect pixels in up to 1,024 shades of gray to convert the video or graphic signal entering the DMD into a highly detailed grayscale image. Two variations of the DLP* color projection system can be found. In the first variation, the white light generated by the lamp in a DLPO projection system passes through a color wheel as it travels to the surface of the DMD panel. The color wheel filters the light into red, green, and blue, from which a single-chip projection system can create at least 16.7 million colors. The three-chip system, as shown in Figure 17, is L.A. Yoder, "Introduction to Digital Light Processing (DLP)® Technology," httD://www.ti.com/dID/ 22 Sadasivan, SDM Thesis 37 capable of producing no fewer than 35 trillion colors. Color splitting / 0MV (R) TIR prism pnsms DAD (G) Projection DMD -ens Light Input Figure 17. A three chip DLP 0 projection system.23 As shown in Figure 17, in a three-chip system, the white light generated by the lamp passes through a prism that divides it into red, green and blue. Each DMD chip is dedicated to one of these three colors; the colored light that each micromirror reflects is combined and passed through the projection lens to form a single pixel in the image. Current systems can produce up to 3100 lumens, 1280 x 1024 resolution with 240:1 contrast. Digital Image Light Amplifier (D-ILA)* Technology Image Light Amplifier (ILA) Technology was originally developed by Hughes Aircraft, which was later, sold to JVC. With D-ILA, JVC has combined the liquid crystal design, which forms the basis of ILA with active matrix direct addressing. D-ILA is a reflective-mode, active-matrix liquid crystal display commonly referred to as Liquid Crystal on Silicon (LCOS). The X-Y matrix of pixels of a D-ILA chip is configured on a CMOS (expansion) substrate. Each pixel has an aluminum-reflective pixel electrode connected to a driving transistor. The homeotropic (vertically aligned) liquid crystal is sandwiched between the reflective pixel electrode and a continuous transparent ITO electrode. The thickness of W.B.Werner, D.S.Dewald, "Application of DLP@ Technology to Digital Electronic Cinema - A Progress Report," http://www.ti.com/dlp/ 23 Sadasivan, SDM Thesis 38 the liquid crystal layer is about three microns. When a voltage is applied to the selected pixel of the matrix, the liquid crystal changes birefringence and modifies the polarization state of the projected light in the D-ILA. C 7 RV C.MMN ONVEN UIJ W9C OE N6 [EU9LENS LAZrzk 9 PP E, NTE GMATCM Il Figure 18. Schematic of digital cinema projector with D-ILA" technology. 2 4 The digital cinema D-ILA projectors have three D-ILA chips for each of RGB color components as shown in Figure 18. The light from the arc lamp is split into RGB components in a dichroic splitter and is sent to respective D-ILA Chips. The D-ILA chip modulates the incoming light based on the bit streamed imaging code, which is then combined by a crossed dichroic prism, which transmits the full color image to the projection lens for imaging on the screen. In summary, DLP chip uses MEMS technology, while D-ILA chip uses LCOS technology. Both technologies are evolving in a rapid pace and are expected to match film quality in few years. DLP technology has a head start over D-ILA technology in that cinema projectors with DLP chips have been installed in several digital cinema theaters. For a given chip with similar performance, D-ILA chips are expected to become cheaper than DLP chips due to ease of manufacturing. But the manufacturing cost is also R.D. Sterling and W.P. Bleha, "D-ILA* Technology for Electronic Cinema,"http://www.ivcdig.com/digital cinema.htm 24 Sadasivan, SDM Thesis 39 dependent on the chip volumes.2 If DLP chips become popular D-ILA (JVC) chips may not realize this advantage. While projection system is clearly the most important part of digital cinema theater, theater management system controls and monitors the entire system for seamless operation, which will be discussed in the next section. (3) Theater Management Theater Management Systems control and monitor the activities in a digital theater. It is the central console where shows are assembled and show-control automation is programmed and monitored. The user interface of the theater management system allows for creating a play list (includes trailers and feature presentations). For example, Kodak's digital cinema system features the Cinema Operating System, a software solution that supports the loading, scheduling, control and playback of feature presentations, trailers and other pre-show content on multiple digital cinema screens.2 6 Kodak's Cinema Operating System has been designed to download decryption keys from studios upon verification. The system also controls automated theater operations such as lighting and sound systems. 2.5 Resolving Differences: Evaluating Analog and Digital Cinema Technologies Proponents of analog cinema technologies cite its impressive image resolution, ubiquitous presence and low cost of production and distribution as chief reasons for its continued success and prevalence. However, there are glaring insufficiencies with this technology including: (i) Image quality degradation as a result of repeated screening and (ii) Limited bandwidth for digital sound and other auxiliary features. While bandwidth limitation cannot be addressed with any advances in analog technology, image quality degradation is being addressed. For example, Kodak is working with This comment is based on the assumption that as the pixel density increases, MEMS based DLP chip will be more difficult to manufacture relative to LCOS chip. 26 See Description of Cinema Operating System under Kodak Digital Cinema Operating System http://www.kodak.com/US/en/motion/digital/cineOpSys.shtml 25 Sadasivan, SDM Thesis 40 projector manufacturers and screening companies to minimize film degradation through its Kodak ScreenCheck program. 2 7 Digital cinema technology can eliminate these issues and provide additional benefits. The key benefits of the digital cinema technology include: (i) Consistent image quality (ii) Greater bandwidth, resulting in better sound, interesting auxiliary effects, etc. (iii) Simplified and streamlined duplication and distribution Consistent image quality in digital cinema arises from lack of image degradation with time. The picture and sound quality are not subject to the deterioration that plagues 35 mm film as it is run repeatedly through the projector. Digital Cinema technology can accommodate additional bandwidth resulting in improved sound quality, enhanced experience for impaired viewers and general audience. Sound quality can be improved by including six, eight or more channels sound tracks without compression. Additional specialized tracks to assist hearing and sight impaired moviegoers can be added to the data tracks of the digital movie. It is also possible to send special time tracks along with the program to cue special effects such as smoke, odors, and laser effects etc., for new theatrical capabilities. Duplication costs disappear with the introduction of digital cinema technology. Currently, film duplication costs as much as 10% of the total cost of a movie.2' The flexibility of distribution increases with digital cinema. While digital cinema can provide substantial new benefits, it still lags behind analog cinema in the primary criteria of image quality, but is improving fast. The metrics based upon which image quality is measured include image resolution at a given brightness, brightness and color gamut. Some of the incumbents in traditional cinema are "fighting back" and have been shifting their focus to defend their market. A few of the incumbents' approach to and http://www. kodak.com/US/en/motion/screencheck/evaluation.shtml Christie et al.,"Digital Cinema Analysts Report", SRI International, page 10, 2000. This number seems to be varying from analyst to analysts. CSFB in its 2002 digital cinema report, "Digital Cinema: Episode II," states that the cost of duplication to be 27 28 around 4% of the total cost. Sadasivan, SDM Thesis 41 acknowledgement of digital cinema is embodied in the two following quotes by the digital cinema program manager at Kodak: "It is to our advantage and the customer's to ensure that digital projection does not degrade image quality. Basically, we want the digital images on screen to look like Kodak Vision printfilm when it is projected under best conditions. There are other crucial factors including retainingthe contrast, color gamut and tonality captured on the originalnegative. It is importantto retain subtle details." "We believe there are significant advantagesfor originating on film today, including image quality, creative latitude, and archiving, and that there is significant headroom for continued progress. The advances in hybrid technologies, including digitalfilm mastering, also amplify the advantages of originatingon film. There will also be advances in digital imaging technology. Film, digital and hybrid motion imaging technologies will co-exist and advance on parallelpaths deep into the foreseeablefuture." 29 It is clear from these quotes that incumbent film companies like to raise the bar on digital cinema quality to ensure slow adoption of digital cinema. Despite these significant advantages, digital cinema technology has not found widespread acceptance because of issues related to cost of conversion and fears of rapid obsolescence. This work presents a unique way of architecting the digital cinema system that can help mitigate the fears of obsolescence. This approach for architecting the digital cinema system is explored in detail in the next chapter. "Interview with Glen Kennel," Kodak digital cinema program manager, October 2002, http://www.kodak.com/US/en/motion/digital/kennelInterview.shtml 29 Sadasivan, SDM Thesis 42 Chapter 3. Clockspeed Boundary Analysis 3.0 Chapter Summary This chapter introduces the concept of clockspeed boundary and modularity along clockspeed boundaries. This work extends the clockspeed concept introduced by Charles Fine to product architecture. This work argues that the critical points in the architecture are the boundaries between fast clockspeed elements and slow clockspeed elements to be called as "clockspeed boundaries." Further, this work proposes a new concept of modularity in the architecture: design modularity at the clockspeed boundary with appropriate standards. By isolating the fast clockspeed components in a system and modularizing those elements, one can reduce the risks associated with clockspeed boundaries. While modularizing at clockspeed boundaries is critical, the function and form of the system should appear integral to the customers. Two different examples have been used to highlight the nature of clockspeed boundaries. The home video game system is used to show the alignment of clockspeed boundary with an existing clearly defined interface. The clockspeed boundary in this case is controlled by the makers of slow clockspeed elements with appropriate standards. The digital camera system is used to show the alignment of clockspeed boundaries within the internal interfaces of the system, controlled by one firm. Other examples, such as PC are used to indicate how multiple firms can control the interface. Finally, the clockspeed boundaries in digital cinema have been highlighted with a view toward potential issues involved in clockspeed boundaries. 3.1 Introduction to Clockspeed Clockspeed is defined as the evolution rate of a product, technology, and industry. 30 For instance, in the case of automobiles, new models are introduced about every 3-5 years, which is the clockspeed of automobiles. In contrast, the clockspeed of Intel microprocessors is about 1-2 years. The clockspeed of commercial jet liners is about One could also use the rate of introduction of new process technologies or changes in organizational structure as a metric for "clockspeed" to be called as "process clockspeed" and "organizational clockspeed" respectively. 30 Sadasivan, SDM Thesis 43 10 years, several orders of magnitude slower than microprocessors. The clockspeed of few sample industries is shown in Table 3 below. Industry Personal Computer Software Engineering Semiconductors Pharmaceuticals Commercial aircraft Product Clockspeed 6-12 months 6-12 months 1-2 years 7-15 years 10-20 years Table 3. Clockspeeds of a few representative industries" The need for identifying and understanding clockspeed arises from evercompetitive nature of fast clockspeed industries. Charles Fine compares such industries to fruit flies (Drosophila).Just as fruit flies have an extremely short life span so do the products in these industries. By observing the rapid evolution of high clockspeed industries, Fine says, the lessons learned can be applied to other industries. To be competitive in fast clockspeed industries (i.e. those firms that develop fast clockspeed products), a firm has to develop capabilities in short time scales. changing environments may provide fleeting competitive advantage Fast- to firms. Accordingly, the need to choose capabilities that provide competitive advantage wisely becomes crucial. Fine, calls this the "ultimate core-competency" of any firm: " The overriding competency is the ability to determine which of those capabilities are going to be the high value added capabilities and which will be commodity abilities-andfor how long. The greatestrewards go to the companies that can anticipate, time after time, which capabilities are worth investing in and which should be outsourced." The clockspeed of an industry or a firm is not a static measure; rather, it is dynamic depending on the nature of the technology and its context. Arrival of a new technology in a mature market can dramatically increase the clockspeed of an industry. For example, the arrival of digital imaging has increased the clockspeed of the imaging industry. Fine says: Charles Fine, "Clockspeed: Winning Control in the Age of Temporary Advantage," Perseus Books, Appendix A, p 239, 1998. 31 Sadasivan, SDM Thesis 44 "Digital image processing technology will likely be governed by Moore's law ratherthan incremental advances in a comparatively mature area of chemistry" Recently, an in-depth study of the dynamics of innovation in digital photography indicated that increasing number of firms are introducing ever-increasing numbers of digital cameras, spanning a whole range of product features at increasingly faster rates. 32 The resolution of digital still cameras, first introduced in 1995, ranged between 0.3- 0.5 megapixels. In fewer than two years, in 1997, 0.5-0.9 megapixel cameras were introduced. In the four years since then, the resolution of digital still cameras has gone up and beyond 3 megapixels and the price of the lower resolution cameras has gone down significantly. Recently, several 4 to 6 megapixel cameras have been introduced that claims to have surpassed film cameras in quality. Clockspeed acceleration may also occur as a result of product demand. For instance, high clockspeed of anti-virus software products are driven by demand for these products. The number of virus attacks has increased significantly since the dawn of the Internet era in the mid 1990s. Because software viruses have managed to bring operations of several corporations to a grinding halt, there is a demand for the antidotes to keep pace with the viruses themselves. Similarly, increased adoption of high-speed broadband Internet access has brought with it increasing hacker attacks on computers. This has increased the clockspeed of anti-hacker software products. Last but not the least, everchanging smart tactics of email spammers has increased the clockspeed of anti-spam software products. The clockspeed of these industries can be measured in months rather than years. 3.2 Introduction to Clockspeed Boundary Traditionally, clockspeed has been used as a metric to measure of the everchanging dynamics in a sector or an industry. The clockspeed concept has much broader applicability. This work introduces the application of clockspeed to product and value Peter Zelten, "Digital Photography and the Dynamics of Technology Innovation", System Design and Management Thesis, MIT, 2002. 3 See for example announcements of several 4 to 6 megapixel camera introductions at Photokina 2002. http ://www.direview.com/articles/Dhotokina2002/ 32 Sadasivan, SDM Thesis 45 chain architectures concurrently. Fine suggests that firms in high clockspeed industries develop product, process and value chain architectures concurrently to keep pace with others in the industry. This work presents a unique view of how to accomplish this. Just like identifying industry clockspeeds, one can also look at clockspeeds of components or subsystems within the architecture of a system or a product. Such a study would find different subsystems evolving at different rates due to technology evolution or customer demand. For the purpose of this work, two technologies that evolved at least a year apart are termed as "substantially different." The interface between a slow and fast clockspeed component or sub-system is defined as clockspeed boundary. The clockspeed boundary can be technologically, organizational or market bounded. The interface is called a boundary because it poses knowledge and learning barriers to firms. Clockspeed boundaries can be observed in several familiar systems. It can be observed in several systems across different industries including videogames, PC, digital copiers, airplanes and automobiles. Telematics in automobiles provides a great example of this boundary. In this case, the clockspeed boundary lies along the interface where the . electronics sub-system interfaces with the mechanical assembly in an automobile 4 The locations of clockspeed boundaries vary from system to system. The clockspeed boundary may align itself within an existing, clearly defined interface. The clockspeed boundary may be located along the interface between two subsystems. A single firm or multiple firms may control these sub-systems and the interface. As such, the clockspeed boundary can create a potential opportunity or a problem. First and foremost, rapid evolution of one subsystem within a system can create fears of obsolescence and reduce early adoption, which has been evident with digital cinema adoption. The high cost of projectors have made this problem much more severe. A digital cinema projector currently costs approximately $150,000 to $200,000 with a life span of 2-4 years at best 5 . In comparison, film projectors cost approximately $25,000 to $30,000 with a life span of 15 years 36. Despite very optimistic projections, these issues See for example discussion of clockspeed boundary in automotive telematics in Nathan Everett, "Automotive Telematics: Colliding Clockspeeds and Product Architecture Strategy," System Design and Management Thesis, MIT, 2003. 35 "Adoption of E-Cinema", SRI Consulting Business Intelligence Report, 2001, page 11 36 ibid, page 13 3 Sadasivan, SDM Thesis 46 have led to digital cinema deployment in only about 100 screens, with a penetration rate of about 1% in 2 years. In other cases, clockspeed boundaries can create difficulties in the product development process. For example, in the case of automotive manufacturers, the product development process requires extensive verification and validation of the system leading to a development time between 3-5 years. But the evolution time of electronics is in the order of 1-2 years. A scenario wherein the evolution of automotive development matching the electronics evolution is very hard to foresee. In the absence of such a scenario, integration of these technologies becomes a challenge. To explain these concepts further, a few examples are presented here. First, the clockspeed boundary in a home video game system is presented, followed by the clockspeed boundaries in a digital camera. A home video game system consists of three components: a console, a controller and a cartridge. Table 4 shows the evolution of the consoles from early 1982 to late 1996. The clockspeed of the home video system has dramatically increased since 1989, accelerated by product demand. During the same time, the number of cartridges (or games) for each of these consoles increased with increasing popularity of the video game systems. There were 94 different games developed for Atari 5200, but that number increased to about 900 for the Nintendo Entertainment System and it further doubled with Sega Genesis System 37. The clockspeed of the game cartridges seems to be in the order of months compared to 1-2 years for the game systems. For this system, the clockspeed boundary exists at the point where cartridge interfaces with the console. Here the clockspeed boundary aligns itself with an existing, clearly defined interface. Moreover, the firms that make the system like Sony, Nintendo and Sega control this interface. This is not an exhaustive list. This information is used to indicate qualitatively that the lifecycle of a video game is much shorter than the life cycle of a game console. Classic Home Video Games Museum website lists partially various cartridges released for various home video games systems at http://members.tripod.com/~qames museum 3 Sadasivan, SDM Thesis 47 Introduction Date 1982 1983 1989 1989 1990 1995 1995 1995 1996 Atari 5200 Super VCS Nintendo FAMICON / NES Nintendo Game Boy Sega Genesis Super Nintendo Sega Saturn Sony PlayStation Nintendo Virtual Boy Nintendo Ultra64 Data Width (# of bits) 8 8 8 16 16 32 32 32 64 Microprocessor Clockspeed (MHz) 1.8 4.0 4.0 7.6 3.6 28.8 33.0 10.0 93.75 Table 4. Evolutions of home video game systems from 1982-1996.38 A series of clockspeed boundaries can be observed in digital camera assembly. A digital camera consists of an assembly of mechanical, optical and electronic elements or sub-systems. The schematic of digital camera architecture as depicted in Figure 19 adapted from an earlier work, shows the various sub-systems, the most relevant ones for this discussion being optical, electronics, CCD sensor, memory and mechanical assembly. Digital Still Camera - Product Form r--------------------------------------------------------Ul A L CD dimlay viewfinder i revieow I widr cs image formation CPU el ec tro nj timi ng tirningUl clack drivers --- clc d r signal conditioning e>Tsga odiinn AA) conversion photons I "digital film' external communicotion interface computer zoom, focus. flash pixel processing printer network TP camera control m rcnrl power management communication ......... image correction &compression imaci storage media file/storage management platform for software & standards ' I rem vable &expandable 'sneaker net ----.------- power source batteries charger (removablerechargeable) -- -1"0 image path minrot path memory DRAM for scratch pad, fast store FLASH for code &calibration (and image storage at low end) Important wncep: mihvysmems and drchitecralinterfaces Importancv and eohitfin of core & peripheraI subhystems Figure 19. Typical architecture of digital still camera. 39 See for example, the history of home video game systems in http://www.hut.fi/~eye/videogames/console.html. Also see http://www.videotopia.com for a detailed history of the home video game systems. 38 Sadasivan, SDM Thesis 48 The CCD sensor, which is the key component of any digital camera, is a high clockspeed element, as evidenced by rapid new introductions with either higher resolutions or smaller size appearing every year as shown in Table 5 below. M ixels Year 1995 1996 1997 1998 1999 2000 2001 0.3 0.8 1.0 1/2" 1/3" 1/4" 1/3" 1/2" 1/3" 1.3 2.0 3.0 4.0 5.0 1/1.8" 1/2" 1/1.8" 2/3" 2/3" 1/3" 1/2" 1/2.7" Table 5. Smallest diagonal format sensor introduced in a digital still camera by resolution and year of introduction. 0 Similarly, the memory in a digital camera is a high clockspeed element. But subsystems such as optics and mechanical assembly subsystems evolve much slowly than the CCD sensors and memory. The interface between these fast clockspeed elements and the slow clockspeed elements define the clockspeed boundaries in this system. In the case of the digital camera, the clockspeed boundaries are aligned within the internal interfaces of the system. For example, if we analyze SONY's digital cameras, the CCD sensors and the mechanical assembly is manufactured by SONY, while the lenses are mostly made by Carl-Zeiss to the specifications created by SONY. SONY integrates the different subsystems, verifies and validates the performance of the camera. Clearly, in this case, a single firm controls the clockspeed boundaries in the system. When IBM introduced PCs in early 80s, it created a modular architecture with open standards to counter the threat from Apple, which had a modular architecture with closed standards. Without intending to do so, IBM established the modular interfaces at the clockspeed boundaries, and established open standards at those boundaries. Even today, operating systems evolve at different rates than keyboards, which evolve at Peter Zelten, "Digital Photography and the Dynamics of Technology Innovation," System Design and Management Thesis, MIT, 2002. 40 Zelten, 2002. 3 Sadasivan, SDM Thesis 49 different rates than network card, which evolve at different rates than processors, which evolve at different rates than display devices, and so on and so forth. By creating open standards, IBM captured only a portion of the value it created. Meanwhile Intel and Microsoft captured a huge share of value created by IBM by integrating microprocessor and operating system and controlling the clockspeed boundary. 3.3 Clockspeed Boundaries in Digital Cinema Several different technologies are integrated together to form the Digital Cinema system, as discussed in the previous chapters. Each of these technologies evolves at a slightly different rate, relative to others, creating a series of clockspeed boundaries within the digital cinema system. One of the clockspeed boundaries lies within the digital projection system. The key elements of the digital projectors include the projection chip, optical elements, lamp housing and mechanical assembly. The popular projection chips include TI's Digital Light Processing DLP chip and JVC's Digital Image Light Amplifier D-ILA chip. While these two technologies are very different in many respects, they share chips that are the fast clockspeed elements in the projection systems. The DLP chip with 640 x 480 resolution was first developed in Texas Instruments in 1987. Since then, seven different chips have been introduced each with increasing resolution, shown below in Table 6. Year of Introduction 1987 1992 1994 1999 2000 DLP Chip Resolution 640x480 768 x576 800 x 600 848 x600 1024 x 768 1280x720 1280x 1024 Table 6. DLP Chip resolutions and their year of introductions.4 1 41 Information in this table has been collected from TI's website http://www.dlp.com Sadasivan, SDM Thesis 50 , Similarly, JVC's roadmap of the D-ILA chip shown, in Figure 20, further demonstrates that the lifecycle of projection chips are on the order of 1-2 years. JVC's 1.3"QXGA chip with resolution of 2048 x 1536 is currently the highest resolution chip available for digital cinema. JVC plans to introduce a higher resolution chip (3840 x 2048) in 2003. JVC is also planning to create smaller, lower cost versions of the D-ILA chips to be used in home theaters and palm top applications. m 'ooi 2000 2002 JXI x QJ(. crusma Muller WTsohtio & Brightness Figure 20. Roadmap of D-ILA development for different applications. 4 2 While these chip are evolving faster, the mechanical and optical elements in a digital cinema projection system evolve rather slowly creating a clockspeed boundary within the display subsystem. The encryption element of digital cinema has the potential to be yet another high clockspeed subsystem. If recent events, such as cracking of DVD content scrambling systems and disabling of regional DVD blocking schemes are any indications, firms will be forced to update and upgrade their encryption schemes periodically to prevent movies being freely distributed through the Internet, prior to release. The conditional access United States Display Consortium's High Resolution Displays Working Group Road map can be found at http ://www. usdc.orgi/technical/tech road. html 42 Sadasivan, SDM Thesis 51 subsystem, which contains the encryption, is likely the highest clockspeed element in digital cinema. This element interfaces with all the remaining components, creating a series of clockspeed boundaries in the system. 3. 4 Modularity at Clockspeed Boundary This work argues that firms can achieve competitive advantage by strategically managing clockspeed boundaries by creating advantage at the architectural level. This work proposes a new concept of modularity in the architecture: design modularity at the clockspeed boundary with appropriate standards. By isolating the fast clockspeed components in a system and modularizing those elements, one can reduce the risks associated with clockspeed boundaries. While modularizing at clockspeed boundaries is critical, the function and form of the system should appear integral to the customer. Standardizing the interface between the clockspeed boundaries is critical if different firms develop the slow and fast clockspeed components. The firms developing fast and slow clockspeed components benefit from such a strategy. For the slower clockspeed entrant, it provides a stable platform on which its profit and business models are based. For the faster clockspeed entrant, this supports the need to introduce products fast enough to keep pace with market demands for new designs at an affordable cost. Moreover standardizing clockspeed boundary can provide unique benefits for a product with "network" effects. Creating standards along the clockspeed boundary should be a strategic decision; the pros and cons of such a decision will be discussed in the following chapter. Nevertheless, any firm that controls the clockspeed boundary interface may gain significant competitive advantage. In the case of video games, the video game makers such as Nintendo, SEGA and SONY control the clockspeed interface to varying degrees. Nintendo had complete control over this interface in its Nintendo Entertainment System and, thus, appropriated a significant amount of value from the cartridge makers. While complete control is no longer the case, the video game makers still exert significant control over this interface. Unique leverage at the clockspeed boundary helped Intel and Microsoft vertically integrate other elements in the personal computer industry, further controlling the PC chain and capturing further value. Sadasivan, SDM Thesis 52 Recent work on the DSC architecture also observes this principle in practice. The author states that, "While the products are not typically manufactured in a modular fashion, the interfaces between the subsystems arefairly well standardized so as to permit modular design, and rapid renewal and upgrade ofproduct lines to incorporate the annual performance improvements in each of the availablesub-systems."4 3 In this case, modularity at the clockspeed boundaries does not remove fear of obsolescence. Rather, rapid introduction of new generation sensor element enables firms to lower the price of previous generation sensors, strategy similar to one used in the PC industry. As observed in the previous section, TI and JVC control the high clockspeed element in the digital projectors. TI does not build digital cinema projectors, rather it licenses the technology and sells DLP chips to a few select OEMs, who integrate the chip in a projection system. Along with this strategy, TI is attempting to modularize along the clockspeed boundary in the digital projector. Included with the DLP chip is a controller ASIC chip that manages color correction, image enhancement and other control functions. The DLP Composer, a suite of software tools that is included in the ASIC chips allows OEMs to more easily design products using the DLP technology. Thus, TI has modularized the clockspeed boundary and controls the interface. JVC's strategy with the D-ILA chips is unclear. If JVC prefers to sell projectors, it may control the entire subsystem. Standardizing the clockspeed boundary eliminates some of the issues with clockspeed boundaries. But the standards strategy will ultimately decide the value captured by any firm. The pros and cons of standardizing in digital cinema and clockspeed boundaries, in particular, will be discussed in the next chapter. Peter Zelten, "Digital Photography and the Dynamics of Technology Innovation," System Design and Management Thesis, MIT, 2002. 4 Sadasivan, SDM Thesis 53 This page is left intentionally blank Sadasivan, SDM Thesis 54 Chapter 4 Standards Analysis 4.0 Chapter Summary This chapter explores the dynamics of standards in digital cinema, in general, and modular clockspeed boundaries, in particular. Standards define interface requirements between content, distribution and display in digital cinema. The standards add value in digital cinema by indirect network effects working through the demand of content. A brief taxonomy of standards and a brief overview of key concepts in standards strategy are presented in this chapter. The overview summarizes economics of standardsbenefits versus cost and key elements of standards strategy, including positioning, enabling and continuation strategies. A key aspect of the positioning strategy for every firm is to strategically decide on the openness of the standard. The pros and cons of two distinct modes of establishing standards (defacto versus de jure) are analyzed and a hybrid strategy that utilizes committees to drive the marketfocused process is proposed for digital cinema. The rationale for using hybrid strategy arises from the nature and number of interfaces in digital cinema and the unique power structure and distribution within the motion picture industry. To that extent, the different interfaces in digital cinema, based on architecture proposed by an industry consortium, SMPTE, are explored. The issues in the standards process arising from the existing analog cinema and power of incumbents, is explored as well. 4. 1 Introduction Standards have played a key role in some of the most innovative products in recent years. Products such as Video Cassette Recorders (VCRs), Compact Discs (CDs) and Personal Computers (PCs) have been largely successful because of the adoption of common standards across the industry. During the same time, several other products such as Digital Audio Tapes (DATs) and Video Discs, have been largely unsuccessful as a result of fractious industry participants failing to set common standards. Standards do not just apply to (or are restricted to) high-technology products but also apply to simple items in everyday life, such as razor blades, electrical voltages, Sadasivan, SDM Thesis 55 electrical sockets, etc. Household appliance makers prefer to have houses equipped with standard sockets, so any and all appliances could be used. Railway networks require same standard gauge lines across a nation to be useful. Standards not only affect the manufacturers and service providers but also users, none of whom prefer to be left supporting or using an obsolete standard. Moreover, standards enable products to be used with complementary goods and services. Computers need software, VCRs need tapes, video games need games and televisions need programs. The main characteristic of a standard is that the larger the network of users adopting the standard, the more valuable it is to belong to that standard. A technically inferior standard with an installed base (i.e., relatively small advantage in early stages) can still win against a technically superior standard. This is most apparent in the case of the personal computer. Although many have argued that Apple presented a technically superior standard in its Macintosh computers, IBM was able to out-compete Apple because it presented a common standardized platform for development of complementary software products. The strategy employed by a company attempting to encourage adoption of a standard is markedly different from a conventional product strategy. The conventional wisdom suggests that the firm should introduce differentiated products to the market, protect it from the imitators and charge high prices to extract value from the product (or innovation). Firms that have created successful standards have followed a very different strategy than the one described above. Because the size of the installed base is very critical in establishing standards, some of these firms have lowered prices to maximize early sales. In the case of VCR, JVC released the VHS format openly to other manufacturers very early on in the process. These strategies benefit from the so-called "network effects." Network effects arise from being part of a network of users, the value of connecting to a network depending on the number of users already in the network. A standards strategy involves making several key decisions including how to establish standards, how to extract value from the standards and how to compete effectively once the standards are established. In some cases, governments or committees have been involved in setting standards. In such cases, understanding the role of markets and committees is crucial. Sadasivan, SDM Thesis 56 4. 2 Standards Definition Standards define a common set of features of a system. The standards can be classified into two broad classes: "quality standards," which define the characteristics of systems or sub-systems and "compatibility standards," which define specifications for interfaces between sub-systems. A few examples are shown in Table 7. Category Quality Examples Picture Quality, Resolution Health and Safety Type Minimum Attributes Regulatory Compatibility Complementary Products Complementary Services Table 7. Classifications of standards. "4 VCR tapes, software User training, maintenance, service support This chapter will focus only on compatibility standards because the discussion in this chapter does not apply to quality standards. The compatibility standards can be further categorized based on how deeply the standard is embedded in the design, different market segments adopting the standard, control over the standard and the process by which it is established, as shown in Table 8. Category Product Scope Market Extent Positioning/Control Process Dimension Degree Level Means Group Fragmentation Access Leadership Method Property Significance of standard features Functional layer(s) standardized Built-in (or) "Gateway" converter Multi-product, multi-generation, multi-firm Monolithic or fragmented Open or proprietary Develop or adopt Market (defacto) or official (de jure) Table 8. Compatibility standards distinction.4 5 The degree of standardization defines the extent to which the product features are covered by the standard. The greater the degree, the less scope remains for product differentiation. Some standards define all the relevant features while others define the key 44 4s Peter Grindley, "Standards Strategy and Policy", Oxford University Press, 1995 Grindley, 1995 Sadasivan, SDM Thesis 57 interfaces. For example, the octane ratings for gasoline completely define a product. In contrast, automobiles are partially standardized on a few subsystems such as tires, but not on key sub-systems, such as engines. different "levels". The standards may be built into a product at Some standards may just require a standard interface or some may require incorporation at the system level. Data communication standards may specify transmission formats and may treat the rest of the system as a "black box." However, such standards decisions may have an impact on the design of hardware and software. Standards can be either built into the system (plug and play) or can use a converter or adapter to achieve compatibility. Standards apply to different product or firm groups. Firms producing similar products may choose to adopt multi-firm standards. Multi-product standards apply across products from the same product line within a firm. One "monolithic" standard may dominate an entire industry. For example, the film format (35 mm) is used by the entire movie industry. Alternatively, there may be several different standards in the same market. For example, several transmission standards for cellular telephones, such as CDMA, TDMA and GSM, co-exist. Each firm developing a standard has to decide whether to make a standard proprietaryor open. Developing proprietary standards involves protecting the intellectual property by patents, copyrights or trade secrets. A firm that controls a proprietary standard can extract value from others for using the standard through royalty fees or other means of compensation. With open standards, no restrictions are placed on firms adopting the standard. Firms can also choose between "lead in" the development of a standard, or "follow in" by adopting an established standard. The pros and cons of each of these positions will be discussed in the later section on standards positioning. The method by which the standard is determined may be by market forces (de facto) or mediated by official standard bodies (de jure). The official standard bodies include government legislation (for the cellular telephone, HDTV standards) and industry committees (Society of Motion Picture and Television Engineers, SMPTE). The pros and cons of each method will be discussed in the later section on market standards and regulated standards. Sadasivan, SDM Thesis 58 4.3 Economics of Standards - Benefits and Costs To understand the benefit of standards, one has to understand the benefits of "network", well articulated by economist Duncan and physicist Barabisi 46 . The networks have a fundamental economic characteristic: the value of connecting to a network depends on the number of other people already connected to it. The value increases tremendously with the number of users in a network. The often-quoted Metcalfe law states that, " The value of a network goes up as the square of the number of users." This fundamental value proposition goes by a number of names: network effects, network externalities, and demand-side economies of scale. All these terms refer to the fact that, all things being equal, it is better to be connected with a bigger network than a small one. As one gets connected to a bigger network, it increases the network benefits further prompting more to join the network, creating a positive feedback. Standards add value by providing positive network externalities. Externalities arise when one market participant affects others without compensation being paid.47 By adopting a particular standard, the user not only reaps benefits for himself but all the other users of that standard. Standards enlarge the markets for complementary goods and services in two ways: Increase in the number of complementary product and service providers leads to greater variety of products and services, increased competition leads to lower prices. Standards reduce switching costs. Switching cost refers to the notion that users are locked in a cycle as shown in Figure 21 made from previous investments and needs realized at different points in time. Lock-in also arises as a result of the fact that the cost of replacing investment 8 deters them from switching to a new system. Switching costs can increase or decrease with time. Switching costs arise from being locked into a particular product or service. Lock-in can also arise from using products and services from a particular vendor. Open standards reduce the switching costs (and, therefore, lockin) by increasing the number of available complements and also by reducing the Albert-Lasz16 Barab6si, " Linked: New Science of Networks," Perseus Publishing, 2002. 47 C. Shapiro, H. Varian, "Information Rules: The Strategic Guide to the Network Economy," 1999. 48 The cost of investment may include retraining costs. 46 Sadasivan, SDM Thesis 59 retraining or conversion cost. Users are less likely to be locked into a particular vendor as well. Selection of a + Product/Service Trial Use of the Product/Service + Lock-in + Increased use of Product/Service Figure 21. Schematic representation of lock-in cycle. 49 The dynamics of standards reinforced by positive feedback is shown below in Figure 22. Positive feedback makes the strong get stronger and the weak get weaker, leading to extreme outcomes. A small initial advantage over another standard may lead to a slightly larger installed base over that standard. Larger Installed Base Increased Adoption Increasing number of complements Improved Credibility Reinforces value to Users + Figure 22. Schematic representation of standards dynamics.5 0 The larger the installed base of users, the more complementary products and services are developed. This leads to an increased credibility of the standard and makes it Shapiro and Varian, 1999 s0 Shapiro and Varian, 1999. 4 Sadasivan, SDM Thesis 60 more attractive to new users. This leads to further adoption, which further increases the installed base. The positive feedback from this loop can increase the share of the leader at the expense of other standards to an extent that the market can tip to a particular standard. The other remaining standards can survive only if they have established a significant installed base and they are strongly differentiated from the leader. The case of VHS versus Betamax is a good example of the standards dynamics. VHS gained the lion's share of consumer market as a result of positive feedback, relegating Betamax to a niche market. Betamax is still used by creators in the motion picture industry. Another example can be seen in the case of HTML standards, which were created by committees. Now Microsoft has taken over as the arbiter of new HTML standards as Microsoft's Internet Explorer became the dominant browser. The standards dynamics suggest that the critical period of setting standards will be in the very early phases. Early adoption decisions depend on expectations if a standard is likely to succeed. Hence, the credibility of a standard is crucial in the early stages. Users prefer to select the right standard to avoid being stranded with a minority-unsupported standard. Manufacturers of complements prefer to choose the standard with the highest potential. If the product is new, information on the standard will be very limited and most of decisions may be based on expectations. Expectations can be self-fulfilling to some extent. Firms influence expectations with pre-announcements (e.g., Microsoft's Vaporware), user education, showing commitment by building manufacturing capability, complementary support, etc. The firms have a narrow window of opportunity during which they may influence the standards process, from the time a system has been developed to the time that an installed base is formed. The standard dynamics then takes over, leading to one dominant standard. The cost of the standards setting process includes cost of development and coordination. The standard setting is essentially a coordination problem between the manufacturers, producers of complements and users. Each group makes its own choices and prefers not to be stuck with the wrong standard and, hence, prefers to wait or hold back until someone else makes the first move. One way to mitigate this effect is to make initial investments in complements and subsidize early users. There may be other costs because of congestion if too many people try to use a limited resource. There may also Sadasivan, SDM Thesis 61 be indirect costs of being tied to an obsolete standard and also a possible loss of variety. If these costs increase more quickly than the benefits provided by the standard, the size of the network may be limited. 4.4 Key Elements of Standards Strategy The key elements of standards strategy include how to establish standards, how to extract value from the standards and how to compete effectively once the standards are established. The aim of strategy should be to ensure that the standard is established ahead of its competition. Therefore establishing standards not only includes understanding how to position the standard, but also pursuing supporting activities to build an installed base and credibility ahead of the competition. Concurrently, a firm should be strategizing to capture maximum value given a standards strategy. Once a standard has been established, the scope of the competition shifts to working within the bounds of the established standard. Competition is focused more on product price, quality and service rather than on features. However, establishment of standards could open up opportunities for complementary products and services. Continuation strategies aim to compete in the established marketplace and to participate in new markets as they appear. The key elements of standards strategy are summarized in Table 9. Strategy Positioning Enabling Strategies Capturing Value Continuation Strategies Key Elements Lead or follow (develop or adopt) Open or proprietary Build installed base early Build credibility Alliances and sponsorships Managing expectations Degree of openness Degree of openness Super compatibility Complementary assets New standards products Vertical integration Table 9. Elements of standards strategy. 5 1 5 Grindley, 1995 Sadasivan, SDM Thesis 62 Positioning Strategies The positioning decision determines the market control every firm is likely to have on a standard. The positioning strategy involves two decisions: (1) leadership of the standard - whether a firm develops its own standard or adopts one from outside and (2) the access to the standard - whether the standard it chooses to develop is proprietary or open. The four options shown in Table 10 are: Access Leadership Lead (Develop) Follow (Adopt) Proprietary Open Sponsor/Defend Give away License in Clone Table 10. Strategic positioning decisions. " Sponsor/Defend: Develop a proprietary standard and restricts its use by competitors, besides charging significant license fees. " Give Away: Encourage competitors to use an open standard developed by the firm, without any restrictions. " License In: Adopt a proprietary standard developed by a competing firm. " Clone: Adopt an open standard, without any restrictions. The leadership decisions depend on whether a firm is technically and financially able to develop and introduce a standard. It also depends on the strength of the competing standards and their timing of introduction. The access decisions depend on the market power that the firm is able to exert via the standard. This depends on the appropriability of the firm and the ability of the firm to establish the standard with or without the help of outside support. The positioning strategy of the firm should be based on tradeoffs between the chances of being adopted as a standard against the likely returns in each case. The benefits and costs of each positioning strategy are shown below in Table 11. Sadasivan, SDM Thesis 63 Proprietary Lead Follow Open Protected market + High margins/ share + High license earnings - Low chance of winning + High chance of winning + Large market + Broad external support + Shared costs - Little external support - High cost - Small niche market likely - Low share/margin - High competition - Low license earnings + Proven market Possible alliances + Equalized competition + Low license fees - Secondary position - High license fees - Timing issues - High competition - Undifferentiated product - Timing issues Table 11. Strategic positioning: costs and benefits.52 The magnitude of these costs and benefits, based on the selection factors shown in Table 12, determine a firms' positioning strategy. The more advanced the development of a competing standard and the stronger the complementary assets of the rivals, the harder it gets for a proprietary standard to win a contest. Similarly threat of a strong proprietary standard increases the attractiveness of an open standard to the weaker players and raises its chances of recruiting enough support to win a contest. 52 Grindley, 1995 Sadasivan, SDM Thesis 64 Open Proprietary Lead Follow Proprietary Strong appropriability Technical leadership Time lead in development Presence of complementary assets Established standard Possibility of a niche market Competitive cost position Open Weak appropriability Leadership potential Speed Limited resources Need for support (complementary assets) Ability to differentiate product Dominant proprietary standard Late entrant to a market Limited resources Competitive cost position Table 12. Strategic positioning selection factors. 53 Examples of positioning strategies used by various firms for various products are shown below in Table 13. Lead Follow Proprietary VCR Sony (Betamax) PC Apple (Macintosh) Mainframe Computer IBM (S/370) PC-O/S Microsoft (Windows) Open VCR JVC (VHS) PC IBM (DOS) Operating System AT&T (Unix) CD Philip. & .Sny VCR Sanyo (Betamax) Mainframe Fujitsu (S/370) VCR Matsushita (VHS) PC Compaq, Dell (DOS) O/S IBM (Linux) Table 13. Examples of strategic positioning strategies. 54 Successful positioning strategy can reap a windfall for the winner. The magnitude of these decisions can be understood from the battle between Sony and JVC in creating VCR standards. In 1976, Sony introduced Betamax and for the next year or so, it was the lone player in the market. By 1981, JVC controlled 80% of the market, while Sony's market share steadily eroded. By 1981, cumulative units of VHS VCRs sold in U.S. exceeded 2.3 millions compared to 1.2 million for Betamax, i.e., double the installed base. 5 s3 Grindley, 1995. 54 Grindley, 1995. ss M.Cusumano, Y.Mylonadis and R. Rosenbloom, "Strategic Maneuvering and Mass Market Dynamics: The Triumph of VHS over Beta," The Business History Review, pp 51-94, 1992. Sadasivan, SDM Thesis 65 Enabling Strategies The aim of enabling strategies is to establish a particular standard ahead of the competitors. The leadership and access decisions are preliminaries to the enabling strategies discussed in this section. The main elements of the enabling strategies are discussed in Table 9 and below. These elements are well discussed in technology strategy literatures and are listed here as a brief review. Strategies specifically related to digital cinema are addressed in a later section (i) Building an installed base: The main initial goal of any standards effort is to build a critical mass of users ahead of the competition. This includes achieving a bigger market share and higher cumulative sales than the competition. Methods to encourage early adoption would include strong promotion, display of commitment to create a winning standard, penetration pricing, forming strategic alliances with distributors and manufacturers, leveraging brand name and other existing installed bases. The concept of penetration pricing is different from that of 'price skimming' in that the product prices are not high initially to promote adoption. (ii) Building credibility: Early adopters buy a system/product before the standards are typically decided. One of the motives for a prospective buyer is not to be stranded with a losing/unsupported standard. This is true not just for buyers but also for manufacturers and producers of complements. One of the biggest concerns is convincing these groups to buy in to the standard early on. Methods to build credibility include building alliances with producers of complements and displaying a commitment to users and others of being able to win the standards war. Open standards provide assurance to users and others that they will not be locked into the standard once they have invested in complementary goods and services. (iii) Alliances and Sponsorships: Creating alliances provides a support base for the standard. Alliances help to spread standard development costs, besides removing potential competing standards and the extent of standards contests. The broadest coalitions emerge typically against a powerful standard consisting of firms, which do not have capability to fight the standard individually. (iv) Managing Expectations: Managing expectations is critical in any standards battle. Product preannouncements are one way of influencing expectations. These may Sadasivan, SDM Thesis 66 reduce the impact of a competitive standard or at least confuse the market, especially as expectations are partly self-fulfilling. Capturing Value (i) Degree of openness: The value a firm can expect to obtain from standards is determined by degree of openness of the standard. At one extreme a firm with a fully proprietary standard can expect to reap significant profits at the expense of being a standard in a niche market. On the other extreme, a firm with an open standard can establish the standard in the market and may create a large market but with high competition, low margins and market share. The optimal position may be somewhere in the middle, with a moderately open standard which has a good chance of being established and still allows the leader enough control to retain significant market-share and margin. The tradeoff every firm faces is between the size of total market and individual market-share. The more open a firm's strategy, the larger the total market, but smaller its share and the margin is lower. Continuation Strategies: Competing within a Standard Once a standard has been established, the scope of the competition shifts to working within the bounds of the established standard. Competition is focused more on product price, quality and service than on features. However, establishment of standards could open up opportunities for complementary products and services. Continuation strategies aim to compete in the established marketplace and to participate in new markets as they appear. (i) Degree of openness: The market-share of a leader tends to gradually erode after the standard is established. The strategy of "closing" an open standard may look appealing but is rarely successful. The firm may lose its sales and market-share in trying to close the standard. By the time, a particular firm tries to "close" its standard there may be several alternate suppliers and lower price manufacturers. In such a scenario, the users may prefer the alternate lower price manufacturers with an open standard. IBM's failure in introducing the proprietary PS/2 operating system is one such instance. Rather than 'closing' a standard, the leader should try to make the product super compatible with the standard by creating complements, which are compatible with the product. This encourages users to prefer the complementary products created by the leader to the Sadasivan, SDM Thesis 67 competing suppliers of complementary products. Rather than trying to create a product with non-standard features, firms should concentrate on technological development of the standard. The firms in the PC industry that have embraced open standards as fully as possible, such as HP and Dell, have been more successful than the firms that have embraced proprietary standards such as IBM and DEC. (ii) Technical Leadership: Once the standard is established, a firm can choose to extend its technical leadership by enhancing the standard or by creating advanced features outside the standard. A tempting, but failure prone strategy, is to create new proprietary features outside the standard. Other manufacturers with the same standard technology may readily copy most enhancements, as appropriability with incremental innovations is rather weak. The greatest risk of creating proprietary enhancements is that it may create incompatibilities with the original standard and may alienate a firm from its installed base. A firm can still maintain leadership position by enhancing the standard and using the timing to its advantage, since the competitors will have an emulation lag. (iii) Complementary Assets: With the establishment of standards, the competition tends to be focused on quality and price. Under these conditions, the capabilities of the firm in manufacturing, marketing and distribution, called "complementary assets," can be very valuable. Complementary assets and technical leadership is key in controlling market share, and the complementary assets can help a firm in establishing improvements/enhancements to the standard, if needed. (iv) Vertical Integration: Once a standard has been established in a subsystem, the manufacturer may try to vertically integrate backward in the value chain. Microsoft has leveraged its strength in operating systems to integrate Internet Explorer and Media Player into its operating system. 4.5 Standards Policy and Regulation An individual firm, and the industry as a whole may choose to decide on a standard either by market forces (de facto), or by official standards and committees (de jure). Markets work by competition between alternate designs. In some cases, the standards war may be prolonged, expensive and may end up with fragmented standards. Sadasivan, SDM Thesis 68 They may also result in stranding users locked into minority or unsupported standards. There is also a significant risk that the standard may be technically inferior. As a result there have been suggestions in some cases for policy intervention in deciding standards. Table 14 outlines the possible scenarios when policy intervention is needed. The choice of policy intervention depends to a large extent on the likelihood of a market contest and the importance of public interest. When public and private interests are both relatively low, setting standards is typically left to the government. This is typically the case of quality standards set by official standards bodies. When there is a strong private interest and little or no public interest over a standard, the standard is essentially a private good, and it is usually decided by market-based competition. Policy intervention in such a case is desired only when the market power of the firm becomes an issue. Public Value of Standards High High Private Official committees e.g., HDTV, wireless standards Low Proprietary standards e.g., VCR, PC standards value of standards Low Agreed standards e.g., driving standards Public standards e.g., safety standards Table 14. Policy intervention scenarios. 56 The most pertinent scenario here is when the public and the private value of standard is high, a policy intervention is desirable. HDTV and cellular telephone standards are two instances where standards are being decided by government policy because of the high public and private value. 56 Grindley, 1995 Sadasivan, SDM Thesis 69 While in some cases, policy intervention may be necessary, in most other cases the choice between the official and market standards depends on the effectiveness of the two mechanisms in setting standards quickly and effectively. The pros and cons of these decisions are shown in Table 15 below. Factors in favor of the market are that they usually set standards quickly and efficiently. Some degree of duplication of effort, market fragmentation, user isolation, and technical obsolescence may be part of the bargain in new technology products. The powers of proprietary standards are well understood. However, as support for open standards has increased in recent years, proprietary standards have almost become a rarity. In particular, the open source software movement has become a force to contend with in the software world. Market Favoring markets Favoring Committees Committees + Clear decision + Fast + Open process + Product focus + Commercial goals - - Agreement difficult Slow Technical bias Remote from market Covert lobbying External policy agenda + Orderly process + Unified standard + Provision for losers + Technically superior -Standards war -Fragmented standards -Stranding -Locked in obsolescence Table 15. Effectiveness factors for market versus committee standards processes.57 Even so, there may be conditions where the costs of being stranded are almost too high for individuals to bear. The potential problems because of market fragmentation by standards can be high. Confusion in the use of the radio spectrum with several transmission standards makes broadcasting difficult for everyone. There are also some standards that are beneficial for everyone and have to be overseen by a central authority. To change the side of the road in which a nation drives has to be clearly arranged by government ruling. In such scenarios, policy intervention by a standards authority may be the better alternative. 57 Grindley, 1995 Sadasivan, SDM Thesis 70 An official standards authority typically aims to set a standard outside the market before the products are launched. This can be achieved by negotiation and selection using committees representing manufacturers, complementary product makers, users and the government. Standards bodies can vary from being voluntary industry associations with no direct power to authorities with strong enforcement capability. A distinction can be made here between standards that are mandated through policy and others that are developed by consensus. Unfortunately, in either case, the process does not work as well as intended. There are inherent difficulties in using official standards bodies in making decisions concerning new technologies. Typically, standards policy is developed and regulated by government agencies such as Federal Communications Commissions FCC or private bodies including trade organizations such as IEEE standards committees. 4.6 Combining Market and Official Standards - Hybrid Policy Hybrid policies attempt to utilize the merits of both market and official standards. Two aspects of hybrid policies are considered here. First is the combination of committee negotiation coupled with market competition as complementary ways to reach agreement. Second is providing regulation to market competition to address major public policy concerns. The distinction between the two is the nature of the power behind coordination. In the first case the coordination occurs via voluntary committees, while the coordination occurs via organizations with legal or economic powers in the second case. In either case, hybrid policies involve market forces to decide the standards in some way. As a first step, the standards body may maintain its role in setting standards but not participate in the selection process. Market forces may improve selection leaving the final decision to the standards body. The authority may invite proposals from the market, setting broad guidelines for the bids, and then evaluates independently to decide the winner. The Federal Communications Commission (FCC) has taken this approach for setting US HDTV standards. The FCC has set a policy of declaring the winner by a deadline date, for any standard to surpass a performance threshold first or establish a clear lead first. Sadasivan, SDM Thesis 71 A second option is for the regulatory authority to set the ground rules for new standards but let the market decide the design and establish the detailed standards on its own. This moves the boundary further toward the market. The third option is to use fully market-determined standards within a minimal regulatory framework. A good example of this option is the case of US AM stereo radio wherein the regulatory authorities allocate the radio spectrum band for broadcasting or satellite transmission and leave the nature of products and services to the providers. 4. 7 Value of Standards in Digital Cinema Standards define the interface requirements between complementary goods and services. In digital cinema, three groups of products and services are required for the system to work: content creation, content distribution and content display. Interface standards are required between creation and distribution, and between distribution and display. Moreover given multiple outlets for content in digital cinema, one can envision the need for a uniform standard across different outlets. Currently, analog cinema is being converted into different formats such as video, DVD and such. Such conversions are expensive and time consuming. Standards add value to a system or a product by network effects, working through the demand of content. In the content creation end, ease of distribution and display may lead to increased content availability. In the distribution end, the more theaters that can receive standard digital cinema content the more there will be demand for the content, and hence lower the cost of distribution. Having a uniform standard in creation and distribution saves the cost and quality reduction involved in converting from one format (or standard) to another. With a single standard, there may be economies of scale in manufacturing for theater equipment, and storage equipment resulting in lower prices. Provided there is open access to these standards, increased competition can further lower prices. Although one can see the merits of national standards in digital cinema, there may be significantly more value by creating global standards. Digital cinema provides capabilities to produce movies in multiple languages with the same video content but with several versions of audio content in different languages without additional costs of Sadasivan, SDM Thesis 72 recreating a master with overdubbing. Because digital cinema has capabilities for delivering live events, the advantages of having a single worldwide standard is particularly appealing. On the supply side, a regional market in Europe or the U.S. may not be large enough to achieve full-scale economies in equipment production. But the combined markets may be enough to bring down cost of production. 4.8 Standards Activities in Digital Cinema: Status and Issues The description of standards activities in Digital Cinema would be incomplete without including the role played by the Society of Motion Picture and Television Engineers (SMPTE). SMPTE is a trade organization representing the technical aspects of television, film production and display. SMPTE has focused on developing quality standards (35 mm movie film has been a standard for over a century), and it has very rarely ventured into developing interface standards until recently. SMPTE not only coordinates the standards activities with its industrial members, it also attempts to coordinate the activities amongst several standards bodies such as the National Association of Theater Owners (NATO), the Motion Picture Association of America (MPAA), the Information Technology for European Advancement (ITEA), the Motion Picture Experts Group (MPEG) and the Audio Engineering Society (AES). SMPTE working groups have over 250 representatives from 100 different member organizations and standards bodies. Sadasivan, SDM Thesis 73 101 CONTENT OWNER iNA 105 11 125 IAIMA I11 NANAGEMENT ZNFRASTNMCTURE EUXIITOR ecRAiL I~~DowP --FOf li 01a - mONfl , I 1 II . - C0IPCEMS1n9 HIEI INTDAA IEAUL - - - - L- - NTADATA _ 122 02MR ILI9 VtAYGWT AM ~~ IO NEY-ADAT; 1 I T 1N I~ ~ I Ki6n M MY-fl l02. KE / DISTRIBUTOR lAO14SUS I ACCESS I - CONDMONAL 11 NETADA __ METADATA WS CONPR _ 2 130 13MPe 1 AUDIO TRANSPG0T NE TADAT-'D2. TA M rNADATI 0C28 L Fge2 Dig N PRiO NETAAT 1inema saNE 132 E~ri~ 1esd3b Io OKTOA Ark XILIAN ru sfr c SySTEM dAeNeEpmenT.MS LffADTJ ";ZTJ NoUW~ - - - - - - - - - - ADATA4 - - MEAD (ALL GROUPS) 1YTS 4r - ] THATRE - PACI0AGING - -- Figure 23. Digital cinema architecture used by SMPTE working groups for coordinating standards development. 58 Figure 23 shows the system architecture, the information flow and various interfaces in the digital cinema system. For instance, SMPTE uses a unique number to define each interface and create a standard across that interface. The color coding indicates how SMPTE has divided the task of creating system standards across several working groups, which will be described shortly. Detailed description of these SMPTE defined interfaces is given in Appendix A. 58 R.M.Rast, "SMPTE Technology Committee on Digital Cinema - DC28: A Status Report", SMPTE Journal, February 2001. Sadasivan, SDM Thesis 74 It is clear from Figure 23 that SMPTE is seeking to create modularity along technology boundaries or organizational boundaries. In a few cases, the existing boundaries coincide with clockspeed boundaries. In general, the intention of SMPTE is to create a modularized, interoperable digital cinema system. This gives enough room for firms in the industry to create architectures modularizing along clockspeed boundaries while still complying with SMPTE mandates. SMPTE has created a DC28 technical committee to coordinate standards activities in the entire system with a focus on creating standards to ensure interoperability, compatibility, performance and extensibility. SMPTE's charter in digital cinema is to, "Provide industry technicalforum for Digital Cinema, identify key systems & technology issues, develop a recommended approach to standards, identify, establish and coordinate necessary groups to achieve overall objectives and in future, write the standards."5 9 The SMPTE DC28 committee is focused on creating digital movie masters, distribution of the digital movie and playback. It is not focusing its efforts on issues involved in the image capture and production. The schematic of the scope of DC28 is shown in Figure 24. Figure 24. Schematic of scope of SMPTE's standards activities 60 59 60 Rast, 2001. Rast, 2001. Sadasivan, SDM Thesis 75 The SMPTE DC28 committee has created working groups with a broader charter of assessing issues in key sub-system and technologies. These groups have been formed with a broader charter such that they are not working groups for creating standards, but may evolve to creating standards. The different working groups and their descriptions are given in the Table 16. Committee DC 28.1 DC 28.2 DC 28.3 DC 28.4 DC 28.5 DC 28.6 DC 28.7 DC 28.8 Description Overall System Issues Digital Master Compression Conditional Access Transport Audio Theater Systems Projection Table 16. Different digital cinema working groups.61 The multiplicity of interfaces and the potential downside of fragmentation created by multiple incompatible standards across the entire system indicate the value of a standards authority to coordinate establishing compatibility standards across the entire system. The unusual power wielded by the movie studios and their insistence on using trade organizations such as SMPTE in creating open standards may be yet another important reason why standards activities will not be just market-determined in digital cinema. The industry organization, SMPTE, is attempting to prescribe minimum acceptable quality standards and guidelines for compatibility standards as described in the section above. The Entertainment Technology Center (ETC) at the University of Southern California does the performance testing of various technologies. However, endorsement or approval from ETC and SMPTE alone cannot lead to a standard. Hence firms in digital cinema do not get the benefits of intervention by SMPTE, as it does not mandate standards, but accrue the costs of negotiation in the process. A firm that leads the standards process can win the standards contest directly by going to the market. But here it has to negotiate with SMPTE and still win the open contest. 61 Rast, 2001. Sadasivan, SDM Thesis 76 As described in the previous section, there are other potential downsides in using official standards bodies in making decisions concerning new technologies. The variables are numerous and fast changing and the outcomes are crucial to firms' commercial interests, so it may not be surprising if consensus is hard to achieve. Even if a consensus is reached, it may not be upheld unless backed by market forces. Firms are bound to compete by introducing products while standards are still being developed and possibly trying to pre-empt the decisions. In some cases, standards may be worded ambiguously and effective standards may still have to be determined de facto by market competition. In some cases, the difficulty in reaching agreements is partly due to the design of the committee itself. Organizations such as SMPTE have focused solely on quality standards where commercial interests are well settled and issues are primarily technical. The processes for consultation and consensus work well with quality standards, but may not be so effective for interface standards for new technology such as digital cinema, where more complex commercial interests are involved. Another problem is that the committee approach introduces an additional player in the game, in the form of the standards body itself. This changes the focus of competition from the product itself to influencing the standards authority. Firms spend time in thinking about how to influence the process to their advantage thus changing the nature of the game from purely economic to one that has political undertones. Moreover, there may be national interests involved that make the standards game even more political. It is hard to resist the temptation to use standards to promote a national industry. In particular, there are other issues that are slowing the standards process in digital cinema. Digital cinema is trying to replace analog cinema with a strong installed base. Replacement of a standard with an installed base is more difficult than establishing a new standard in a new market. The new standard has to offer sufficient improvement over the existing standard to justify new investment but also to overcome the network externalities of the established standard. This "excess inertia" makes it hard to establish standards when there are large investments made in movie theaters, equipments and such. For the moviegoers, the quality of experience from the digital cinema should be significant enough to warrant additional spending over analog cinema. Lack of sufficient Sadasivan, SDM Thesis 77 interest amongst the moviegoers may further delay establishment of digital cinema standards. The dynamics in the value chain further delays initial adoption. Currently the studios that distribute content have considerable clout over the theater chains. Most of the exhibitors, who would normally be the adopters of this new technology, are currently in a bad financial condition. Several years of massive capital spending to replace multiplexes with megaplexes have left exhibitors with no ability to fund the conversion to digital cinema. The slim share of box revenues to exhibitors does not much help the cause. Digital cinema seeks to provide cost savings to studios by eliminating film reproduction and distribution costs but offers little incentives for exhibitors. The "Paramount decree" 62 restricts studios from owning a significant part of theater chains, thus restricting the ability of studios to fund the conversion to digital cinema. Several intermediaries have stepped in to fund the conversion, but fear amongst studios of losing control over the value chain has made such scenarios infeasible. This issue of who benefits versus who pays is delaying initial adoption significantly and is prolonging the standards war. 4.9 Standards in Digital Cinema: Strategies & Recommendations While it is clear that industry organizations such as SMPTE will have a significant role in setting digital cinema standards, the market may still decide who the ultimate winner will be. > Follow a hybrid strategy mixing elements of market focus and committee focus for creating digital cinema standards. A successful hybrid strategy from the firms' point of view should involve typical elements of a market-focused strategy coupled with successful negotiation with the standards committees. Firms that are taking leadership roles in setting digital cinema standards could potentially use the standards body as a forum for discussion and information sharing and as a facilitator of an essentially market-oriented process. Firms that are followers can prevent monopolistic control over the standards by ensuring that the final standard be licensed at a reasonable cost or made open. 62 Paramount vs. U.S. Proceedings Sadasivan, SDM Thesis 78 Positioning decisions should be made strategically. The critical strategic decision for every firm involved will be to decide the openness of their standards. Studios prefer open standards to maintain their control. SMPTE wants to create open standards. To increase adoption, a few firms may create open standards, but the extent to which the standards will be kept open is yet unknown. The standards decision has far-ranging implications including potentially altering the value chain, therefore firms must make their choices strategically. The depth to which the standards are built into products may be used to gain advantage. It may be necessary to standardize only the interface rather than going deeper into system architecture in some cases. These decisions may have hardware and software implications for designing the system. Several key players in the industry are architecting their systems to accommodate any standards ruling/decision by SMPTE. > Creating an installed base ahead of competition is essential for creating winning standards. There are about 100 cinema theaters that deploy digital cinema. Several firms including Technicolor digital cinema and Boeing digital cinema have already deployed systems and have an advantage over others. Eastman Kodak Company is planning to deploy the Kodak digital cinema system beginning early 2003. Technicolor systems have a combination of in-house technologies and externally acquired technologies. In contrast, Boeing's system is built with interoperability as the main goal, hence, with open standards. Some of these systems have already become obsolete as a result of dramatic improvement in technology. Technicolor digital cinema and Boeing digital cinema currently use projectors made with TI's DLP technology of 1.6 M resolution. Kodak has recently demonstrated digital projectors with JVC's D-ILA chip with 3 M resolution. One important questionable strategy witnessed in the very nascent standards war has been TI's in licensing its digital projection technology DLP. TI has been the market leader in introducing to the market its DLP digital projection technology well ahead of its rival JVC. The digital cinema DLP chip was introduced into the market late in 200163 whereas JVC's product has not yet been introduced commercially. 63 http://www.dIp.com Sadasivan, SDM Thesis 79 Despite its timing advantage, TI has chosen to restrict its licensing of DLP technology to three projector manufacturers, while JVC has been open about its licensing arrangements. TI clearly has the ability to build an installed base and make its product the de facto standard in the market. With Kodak aligning with JVC in introducing a rival product, it is no longer clear that TI will reap the benefits of being first to market in establishing standards. > Building credibility, managing expectations and creating alliances and sponsorships are critical. Early adopters make decisions based on their expectations of which standard will win, making the credibility of the standard very important. Even though SMPTE will provide recommendations, it is most likely that the standards will be decided based on the market power. The incumbents in the movie industry such as, Kodak and Technicolor already enjoy enormous credibility within the industry based on their ongoing relationships. Technicolor and Kodak are utilizing their close alliances with the studios while defining their product strategy. Managing expectations is a critical part of the standards game. Key tactics such as product preannouncements and creating alliances have been often used to frighten off competitors or to gain time until a defending product is ready. Such tactics have confused the market significantly in some cases. Creating alliances provides a support base for the standard. Alliances help to spread standard development costs, besides removing potential competing standards and reduce the extent of standards contests. Several alliances have formed or are in progress of forming in digital cinema. Technicolor has teamed up with Qualcomm in creating the Technicolor Digital Cinema. Kodak has partnered with IBM and JVC in developing its digital cinema system. Several new partnerships between incumbents and entrants are being formed to leverage both the new technology that the entrants have and the credibility and relationships the incumbents have. In summary, standards provide means of controlling modular clockspeed boundaries. The standards decisions made in the context of product architecture may affect dynamics in the value chain. To gain further insight, the current motion picture value chain and potential value chains for digital cinema will be explored in the next chapter. Sadasivan, SDM Thesis 80 Chapter 5: Value Chain Analysis 5.0 Chapter Summary The value chain analysis of the current motion picture industry is performed in this chapter. The dynamics in the motion picture industry is explored to understand the power and structure of the industry. The transition from analog to digital cinema seeks to alter the power distribution and dynamics in the industry. To that extent, the shape of future value chain based on digital cinema capabilities is explored. It is implied here that the shape of the motion picture value chain will ultimately be defined by the actions of new entrants and incumbents alike. The value chain will be decided by the product architecture and standards decisions. If the efforts by the studios to create open standards prevail, the value chain will be very different than if the system integrators maintain control over the architecture and standards. 5.1 Introduction The value chain as an assessment tool proposed by Michael Porter was originally designed for a firm to understand how it should position itself amongst its suppliers, buyers and existing and future competitors. Porter defines the value chain as, "[Competitive advantage] stems from the many discrete activities a firm performs in designing, producing, marketing, delivering and supporting its product... All these activities can be represented in a chain... The value chain is not a collection of independent activities but a system of interdependent activities."64 Porter suggests that by looking at discrete activities, relative to an external environment on cost and other metrics, one can understand a firms' competitive position (or advantage) in the marketplace. Moreover, Porter indicates that such an analysis could be used as a basis for identifying core competencies of a firm. This form of analysis, has been used by firms to: Michael E. Porter, "Competitive Advantage: Creating and Sustaining Superior Performance", The Free Press, 1985. 64 Sadasivan, SDM Thesis 81 u Identify activities and analyze value created by those activities a firm performs in bringing product and services to the market; u Map flow of information and goods in and out of a firm; and L3 Identify strategic activities for a firm and perform resource allocation in such a way that it can strengthen the strategic activities, while constraining resources from activities that are less critical. Porter cautions against using this analysis at too high a level in the organization or at industry or sector levels because such a value chain may be too broad and may obscure important sources of competitive advantage. 65 While this is true given Porter's original intent for value chain assessment tool, such an analysis seems to work well in understanding the relationships between the different participants in an industry, as seen by the popularity of this tool in the business press. Nevertheless, such an analysis falls short of capturing the dynamics created by entrance of a new technology in a very mature market, which may lead to continuously altering value chain relationships. Another reason for understanding value chain dynamics arises from the fact that sometimes the technological innovation may dramatically decrease the life cycle of a product or a system. Fine's "Double Helix Lifecycle" theory 66 is used to evaluate and understand the dynamics of value chains under such conditions. As mentioned previously, technology can increase the clockspeed of a product. Since value chains are designed to bring products to markets, one can envision that dramatic changes in product clockspeed can bring about changes in the value chain. Such value chain dynamics can make the competitive advantage fleeting. New technologies may cause product architecture to change from being modular to integral or vice versa. Correspondingly, an industry may have vertical or horizontal structure depending upon the product architecture being integral or modular. In vertical markets, competitive advantage arises from economies of scale in manufacturing, control over the supply chain, quality and rates of technical change, suppliers and an efficient flow of information. Vertical markets have very limited Porter, 1985 Charles Fine, "Clockspeed: Winning Control in the Age of Temporary Advantage", Perseus Books, 1998. 65 66 Sadasivan, SDM Thesis 82 competition and competitive threats are at best limited. However, adoption is slow due to limited competition for creating complementary goods and services. In horizontal markets, competition is intense. Competitors enter the market freely, expanding the market while reducing the margin significantly. Complementary goods and services become available at an affordable cost created by the price wars leading to increased adoption. Fine's Double Helix Model, shown in Figure 25 illustrates the extent to which periods of vertical and horizontal industry structure determine the fates of products, companies and industries. INTE GRAL PR OD U CT VER TIC AL IND US TRY PR OPRIE TARY STANDARD S NIC HE COMPETITORS M 0DULAR PR OB UC T HO RIZ ON TAL IND US TRY OPEN STANDARD S TECHNICAL ADVANCES HIGH- SUPPLI MARK MENSIONAL )MPLEXITY POW3 L ORGANIZATIONAL PRE SSURE TO DIS-]NTEGRALTE IN CENTIVE TO INTEGRATE Ar- RIGIDI TIES PR OPRIE TARY SYSTEM PROFITABILITY Figure 25. Double Helix Model illustrating how industry/product structure evolves from vertical/integral to horizontal/modular and back.67 The transition from vertical to horizontal, in general, increases the competitiveness of the market. The firms may choose to modularize products to create new outsourcing opportunities. Niche competitors provide incentive for firms to modularize/disintegrate and give up pieces of production that increases the power of suppliers and creates opportunities for new entrants. Higher dimensional complexity arising from integration limits the economies of scale and reduces the ability of a firm to 67 Fine, 1998. Sadasivan, SDM Thesis 83 easily respond to threats from outside. Organizational rigidities arising from the integrated structure reduce the flow of information, still further reducing the advantages arising from a vertical structure. These factors increase the pressure to disintegrate and increase competition. As firms create significant advantage in one subsystem in a horizontal industry, they leverage their advantage in another to bundle other sub-systems and gain control and potentially add more value to customers. Such bundling activities encourage integration of subsystems to create proprietary integrated solutions. This further increases the market power of integrating firms while reducing the power of suppliers leading to reduced competition. These frameworks and concepts will be used as a basis for discussing the motion picture industry, its current value chain and the dynamics that have been set in motion with the introduction of digital cinema. 5.2 Motion Picture Industry Overview The motion picture industry has two of the worst attributes of any business: high investments and unpredictable returns. The average cost of a Hollywood movie in 2000" was $55.5 million, plus $26.0 million for promotion, advertising, and distribution. From 1992 to 2000, each year has produced a new record in U.S. box office sales, culminating in $7.67 billion revenue in 2000, and closing at over $8 billion year in 2001 .69 This eightyear period is the longest record-breaking stretch in the history of cinema operation. In spite of the growing domestic box-office revenues, only 92 of the 487 films released in the U.S. in 2000 earned a positive return on investments. The increasing costs of production and distribution and unpredictable returns have presented a high barrier that has kept many potential competitors (independent filmmakers) away from the business. At the exhibition end, the health of major players is hardly robust. The number of screens in the U.S. is about 37,396 in 2000.70 In spite of the revenue growth, 11 major cinema operators filed for bankruptcy between April 2000 and January 2001. It is 68 69 7 MPAA reports www.mpaa.com Hoover Reports on Movie Industry at http://www.hoover.com. "Adoption of E-Cinema", SRI Business Intelligence Report Sadasivan, SDM Thesis 84 believed that several more can be expected to file for Chapter 11 bankruptcy protection before the end of 2002. These filings follow a five-year boom in the construction and acquisition of new megaplexes. These new theaters have been readily adopted by the public, making older ones obsolete. It is estimated that about 27% of theatrical screens are running at a loss. Burdened by operating costs from under-performing theaters and the debt assumed to fund new sites, many cinema operators have been forced into bankruptcy. Most notable among those that have declared bankruptcies recently include General Cinema and Loews Complexes, two of the major eight movie exhibitors.71 Figure 26 shows the number of screens that have gone dark in the US in the past two years. Recent estimates by movie theater analysts indicate that the US market alone has on the order of 10,000 too many screens, suggesting more closures to come. Theaters Screens 189 Featers 104 45% 381 281 -26% 1,15 ~2%2,002 1,561 -22% ens 02002 ACNielsen EDI. Inc. Figure 26. Comparison of theater openings and closings in the U.S. (2001 vs. 2000).72 The woes of the exhibitors can be partly related to the revenue sharing scheme in the industry. A typical contract includes an upfront nonrefundable payment along with an agreement of box-office, revenue-sharing scheme for a specified period of exhibition. A typical revenue sharing scheme reads as, "90/10 over the approved house allowance for the first week with a minimum of three weeks at 70%, two weeks at 60%, two weeks at 50%, one week at 40%, balance at 35%.",73 For example, if a movie makes box office revenue of $10,000 in the first week, the negotiated house allowance74 is $5,000, then the distributor gets 90% of the remaining $5000, while the exhibitor gets the 10% of $5000. "Financial Straits Hit Majors' Screen Count," April 2001, http://www.screendigest.com. http://www.nielsen.com. 73 Jason E. Squire, "The Movie Business Book," Second edition, page 346, March 2001. 74 House allowance also called a "nut" in the industry is a negotiated amount between an exhibitor and a distributor and is typically a fraction of the overhead expenses involved in operating a theater. 71 72 Sadasivan, SDM Thesis 85 In the following week, if the box office revenue is again $10,000 the distributor gets $7,000 and the exhibitor gets $3,000, which is less than the expenses involved in operating a theater. In short, a distributor gets the benefits if the movie is a hit, but the best an exhibitor can do is about 10% over expenses for a hit picture. If the movie is a flop, the exhibitor does not even recoup the costs involved in operating the theater. Moreover, these figures do not include the advertisement costs spent by an exhibitor. It is fair to say that the exhibitors' primary source of profit comes not from the movie screening, but through the concession sales. Figure 27 shows the revenue distribution for a movie amongst several outlets. The domestic exhibitors make a paltry 20% of the entire revenues made from exhibition. M Domestic Exhibitors 5% 6% 2% UInternational Exhibitors J Domestic Home Video 19% 7% 17% 19% 4% 21% E Domestic pay TV U Domestic PPV l International Video U Other ODomestic TV N International TV U Domestic TV Second Cycle Figure 27. Distribution of revenue in motion picture industry. 75 To be in a better position to absorb the idiosyncratic demand shocks, multiplexes have become the norm where the negative shocks on one movie can be balanced against positive performance of others. In a multiplex, relocation of movies to auditoriums of different sizes is possible based on demand. Scale economies in running the box office and the concession stand can be obtained by staggering the shows, such that the staff and others can be continuously employed. The MPAA reports that in the U.S. in 2000, there "Unreeling Digital Cinema: What will it take to tip the market," Lazo and Mackin, 2000. 75 Sadasivan, SDM Thesis 86 were 7,421 theaters; 2,368 had single screens, 3,170 had two to seven screens, 1,478 had eight to fifteen screens and 405 had sixteen or more screens. 76 5.3 Motion Picture Value Chain The current motion picture industry value chain is compact and fairly simple. As in the case of other mature technologies, the large numbers of firms present during the industry's growth stages have dwindled to a powerful few that compete on ever dwindling profit margins. In particular, the current value chain shown in Figure 28 is structured to manage the high risks associated with this industry. With an average cost of making and distributing a movie being close to $85 million, the cost of failure in the industry is high, and few players can afford to take such risks. The result is a compact, well-defined value chain with a few powerful players in each segment. Will pay for entertainment Consumers Projector Makers e.g.: Christie Exhibitors Provide Primary Avenue For exhibition Service Providers Distributor (Studios) e.g.: Technicolor Provide distribution channel for movies Film Stock Producers e.g.: Kodak, Equipm ent Makers Create content for Fuj ~Content Creators entertainment ...................... 0 e.g.: Sony, Figure 28. Current players in motion picture value chain. Filson et al., "Dynamic Common Agency, Vertical Integration, and Investment: The Economics of Movie Distribution." htt://fac.cou.edu/~filsond/Darers/main.htm 76 Sadasivan, SDM Thesis 87 The role of key players in the value chain is discussed in the following section. The content creators generate the idea that will become a motion picture. They identify the market to which the movie will appeal and pull together the necessary contacts to make it happen. In some cases, a major Studio/Distributor may step into finance the movie. Included is the negotiation of distribution rights to all exhibition markets (including foreign release, pay-per-view, cable, rental, etc.) so that the studio can estimate expected revenue. In contrast, the independent distributors acquire completed movies made by independent moviemakers. These independent distributors focus on niche markets not catered by major studios or distributors. The profit margin for such independent or indie films tend to be low, but the risk is smaller as well. Thus independent filmmakers rely on these select few distributors, hence compete to showcase their products in film festivals such as Sundance, New York, Cannes and Toronto. The channels for distributing indie films tend to be very limited at best. 77 With the current 35mm film format being such a worldwide standard, the film stock producers receive a good stream of revenue from its sale. As an example, Kodak commands more than 80% market share for origination films and more than 75% market share for print films, generating about $500 million annually for the company. 78 Exhibitors primarily comprise the theater owners where first and second-run movies are shown. Second-run movies include exhibiting through pay-per-view and other cable entities, and rental and consumer sales such as VHS/DVD. In the case of theater owners, they typically pay a percentage of box-office revenue to the studio/distributor, according to an agreement based on the revenue potential of the film as discussed earlier. Similar agreements are reached with secondary exhibitors relating to: what percentage of revenue goes to the studio/distributor for each pay-per-view order, how often the cable system can show the movie, percentage of VHS/DVD sales revenue that goes to the studio/distributor, etc. Table 17 summarizes the firms involved in the different links of the current value chain. 77 78 Squire, 1992. Digital Cinema: Episode II, Credit Suisse First Boston Analysts Report, 2002 Sadasivan, SDM Thesis 88 Studios/Distributors Disney Warner Fox Columbia Pictures Vivendi Universal Paramount Metro-Goldwyn-Mayer Film Stock Producers Kodak Fuji Exhibitors Loews Cineplex General Cinema Regal Theaters AMC Theaters Projector Manufacturers Sony JVC Table 17. Firms in the current value chain 79 5.4 Value Chain Dynamics in Analog Cinema In early 1930s and 1940s, powerful studios such as Warner Brothers and MetroGoldwyn-Mayer (MGM) dominated the movie business. They controlled every aspect of moviemaking from film production to exhibition. The artists (directors and actors) were under contracts with the studios. The Supreme Court's Paramount Decree in 1948, effectively forced studios to divest themselves of the exhibition business. A decade later in late 1960s, the studio system collapsed, as more control found its way into the hands of independent artists. Trend towards Integration Trend towards disintegration 1950s: Anti-trust Problems Leading to breakup of exhibition From distribution Early 30s-40s: Mighty MGM and Warner Bros. 1970s: Independent Talent Agencies Collapse of Studio System 1980s: DOJ'sPermissionfor forwardintegration e. Soy's acquisition of Loews Theaters Late 80s -early 90s: Mighty Entertainment Conglomerates 2000s Arrival of DigitalCinema? Figure 29. Motion picture industry's double helix experience. 79 "Digital Cinema: Year Two- Getting Down to Business," April 2001, htto://www.screendigest.com. Sadasivan, SDM Thesis 89 In the 1980s, the U.S. Department of Justice permitted studios to forward integrate again. Sony bought Loews Theater chain during this period. Rising costs from the increased actors' and directors' fees, despite being able to produce and distribute the movies, almost drove most of the studios out of business. Cash starved studios became targets of acquisition by media giants beginning in the late 1980s to mid 1990s 0 . News Corporation acquired 2 0 th Century Fox (renamed it as Fox Entertainment Group), Time bought Warner Brothers (called Time Warner), Viacom bought Paramount Pictures and Seagram bought Universal Studios, which was later acquired by Vivendi Universal. Disney changed the trend by making itself a media giant rather than being acquired by one. The few remaining media giants today include AOL Time Warner Inc., The Walt Disney Company, Viacom, Vivendi Universal and News Corporation. Hoovers Inc., a market intelligence company calls these media giants, "The souped up, hot rod version of the vertically integrated movie studios of the 1930s and 1940s. Today's media conglomerate has taken that model of vertical integration and pushed it to levels that could never have been imagined before. Digital technology, the rise of the Internet, and years of consolidation have created an atmosphere in which just a few players control tremendous numbers of media properties, as well as the means to distribute and promote that content to a global audience".8 1 In the meantime, a small number of buyers have acquired several large theater chains that have declared chapter 11 bankruptcy recently and in the process gaining control over nearly a third of the nation's 35,000 screens-and 44 percent of the boxoffice revenues, as shown in Figure 30. More consolidation is likely to occur creating mega theater chains with sufficient clout to change the dynamics in the industry. Hoover defines the Media sector as those companies involved in sectors including radio and TV broadcast; motion picture, movie theater, and music; newspaper, periodical, and book publishing; and Internet service and content. http://www.hoover.com. 81 "Entertainment En Masse: An Overview of Media Conglomerates" Hoovers Report http://www.hoover.com. 80 Sadasivan, SDM Thesis 90 Box-office revenues Total screens Top3 Chaie Top 3 chans 29 31 AN othem M others Prconsoidatio (1997Y 2 Post- consolidation consolidation Conso malion (2001) PPost(1997( 2001) 'PreConsaIaibn Wp 3 = ORmgo Criin&,AMC utcrtaiv8,nLLws Theatres: pnIiabolidatft tm3 = AndhwIt (Efdarcds Theomes. Regal CaUnbded ArtlsUs Theaes), AMC Enrtanmet, Ooex (LoeW Onepex Enterlmnmenq. Figure 30. Pre and post consolidation market share and box office revenues. The arrival of digital cinema technology threatens to alter the current business relationships in the industry. Hollywood studios, which are part of the media conglomerates, fear that the price advantages of digital cinema in creating and distributing movies may threaten their control, which remains to be seen. The exhibitors are not in a financially viable situation to make the switch over to digital cinema for reasons discussed earlier. 5.5 Potential Digital Cinema Value Chains As discussed before, digital cinema architecture strings together a series of technologies to deliver digital motion pictures to the theaters. A number of new entrants who develop different aspects of the emergent technology will sell their products and services in this new marketplace, thus defining the new value chain. Table 18 provides a brief glimpse of who's who in digital cinema value chain. Derek Alderton, Jeffrey Karish, And Roy Price, "Revenge of the Multiplex," Media and Entertainment Report, The McKinsey Quarterly, 2002 Number 4, httD://www. mckinsevauarteriv.com 82 Sadasivan, SDM Thesis 91 Capture Product or Service Digital Video Makers Description of Service or Product and Who's Who & Developers of digital video cameras to be used to capture action digitally. Key Players: Sony/Panavision, Lockheed-Martin ARRI Telecine Makers Makers of equipments used to convert images captured in film to digital data. Key Players: Cintel, Innovation TK, Philips, Sony Production Provide services ranging from high resolution scanning Services from film to digital, laser recording from digital to film, digital editing, creating visual effects, animation to create digital masters. Key Players: Christie, eFilm, Sony Pictures Image Works, Industrial Light and Magic, Laser Pacific Media, Pixar, Rhythm and Hues, Cinesite Audio Developers of digital audio technology Key Players: Technology Dolby, Sony, Lucas Films PostEncryption Developers of encryption technology used to protect production Water marking digital cinema content from piracy. Key Players: Cinea, Qualcomm, Boeing, Kodak Compression Compression technology developers used to create dcinema distribution masters. Key Players: MPEG, Qualcomm, Sarnoff Corporation Storage Makers of servers used to store digital cinema data Equipment during post-production and in digital movie theaters. Key Players: QuVis, Grass Valley Group, Digital Vision, Pluto Technologies, IBM, Sun Microsystems Distribution Content delivery Content can be delivered through fiber optic, cable or satellite. Key Players: Satellite companies including Boeing, Loral Cyberstar, Eutelsat; Telecom providers including France Telecom, British Telecom, Qwest Communications, Pacific Bell Display Projection Developers of digital projection technology. Key Technology Players: Texas Instruments, JVC, Silicon Light Machines Projector Makers OEMs who integrate projection chips with optics and mechanical elements to make projectors Key Players: Barco, Christie Digital, JVC, NEC, Panasonic, Philips System Provide an end-to-end digital cinema system Key Integrators Players: Kodak, Thomson Multimedia, Boeing Table 18. Incumbents and new entrants providing digital cinema products or services. Sadasivan, SDM Thesis 92 These incumbents and new entrants, alike, are reshaping the motion picture value chain. To illustrate these attempts, activities along the capture value chain will be described here in detail. The key links in the capture value chain as it exists are shown in Figure 31. Film Stock Providers Equipment Makers Equipment for Digitization, film reproduction Analog Cameras Origination films Print Films Production Services Animation Content Creators Services Figure 31. Key links in analog capture chain This capture segment of the chain has already begun migration to digital. The digital processing of movies by combining action captured on film and computergenerated graphics has increasingly become popular. Such digital processing provides significant flexibility over the photochemical process. Consequently, most of the films made today for analog movie theaters are digitally edited and written back on to film for distribution. Service providers in this chain provide digitization services (for converting film images to digital data), digital processing services (such as editing) and reproduction services (like writing digital data back to film and making distribution copies of film) to the content creators. Technicolor, which pioneered the color separation process, has significant market share in reproduction services today. As new, higher end digital video cameras start to appear and all-digital capturing starts to become the norm, the need for other digital services such as editing and color correction to create digital masters will increase significantly. A few key players in the analog chain such as Kodak, Technicolor and Deluxe are already positioning themselves Sadasivan, SDM Thesis 93 to fulfill this need. Deluxe has partnered with Panavision to create EFILM with an aim of leveraging its partnerships with creators to provide image management services from capture through release. 83 Thomson, Technicolor Grass-Valley Technicolor Digital Screen Vision Thomson GV, Canal Singingfish.com, Nextream, RCA Products HD Camera Scanners, Telecines, Storage systems Services End-to-end D cinema system Conditional Access Service Capabilities for Internet, Home, Satellite distribution Content Creators Distributors Distributors, Movie Theater Owners, End users Services Customers Content & Creators (Studios Indies) Production& Postproduction & & + Thomson Companies Figure 32. Firms that are part of Thomson Multimedia involved in digital cinema activities. Thomson Multimedia is acquiring companies along different parts of the value chain to position itself well in the digital age. Thomson makes Spirit DataCine, the very popular film-to-digital conversion device and the Viper Digital Camera System. Grass Valley Group8 4 acquired by Thomson provides products and services for HDTV and Digital Cinema Production. Technicolor, 85 another acquiree, provides analog and digital production services along with film recording and duplication services. Technicolor Digital Cinema, 8 6 a joint venture between Technicolor and Qualcomm provides end-toend digital cinema distribution and display systems. Screen Vision, 7 another Thomson See www.efilm.com and Brian McKernan's article, "Efilm Forges Ahead in Digital Intermediates," announcement of this new venture in Online Digital Cinema Magazine at http://www.uemedia.com 84 See for instance the product listing at http://www.thomsongrassvalley.com 83 85 http://www.technicolor.com 86 http://www.technicolordigital.com 87 http://www.thomson.net Sadasivan, SDM Thesis 94 firm, provides cinema advertisement services. The singingfish.com, a Thomson Company, intends to develop streaming media capabilities to deliver movies over the Internet. Thomson is not the only firm developing capabilities at different ends for digital cinema. Sony and Kodak have been developing products and services at different ends of the chain, to capture value when digital cinema becomes mainstream. For instance, in the case of Kodak, combination of Kodak Digital Cinema and Kodak Cinesite provides integrated service provider and distribution-display system integrator capabilities. The firms, such as Thomson and Kodak, seek to create a different supply chain, as shown in Figure 33. Whether such a supply chain scenario will threaten the power of studios and provide opportunities for independents, remains to be seen. Equipment & Service Providers Service Providers & DistributionDisplay System Integrators Content Creators Studios & Independents Exhibitors Figure 33. Potential motion picture supply chain. Meanwhile, Hollywood's seven major studios, Metro-Goldwyn-Mayer, Sony Pictures Entertainment, Universal Studios, Warner Brothers, Paramount Pictures, 20th Century Fox and Disney have formed a company called Digital Cinema Initiatives to create open technology standards for digital cinema. In a recent communication, Hollywood studios declared their intent with this new venture as: "Through this venture, the studios hope to steer product manufacturers toward an open set of standards, making it less expensive for industryplayers to adopt digital cinema"89 88 http://www.singingfish.com "Hollywood Studios form Digital Cinema Venture," News Report, April 04, 2002 can be found at http://www.tvmeetstheweb.com/news/shownews.asr?ArticleID=9817 89 Sadasivan, SDM Thesis 95 With open standards, studios are least likely to be locked into one system and a joint arrangement between studios eliminates the threat of competing standards. Firms developing products and services have to compete with each other under open standards to capture a sliver of the enormous value created by them. Clearly, such an arrangement may help major studios extend their power over the supply chain. Moreover, five major studios have recently formed Movielink90 , an online service to distribute movies over the Internet9 l, creating an alternate distribution channel. The power of coalition such as this can be seen in the establishment of DVD standards recently. 92 Toshiba partnered with Time Warner to establish its technology as the industry standard over Philips-Sony technology. Toshiba's technology offered advantages in terms of capacity and pricing over Philips-Sony technology. But the winner here was not decided by the technology, rather by the strength of ad-hoc coalition of seven major studios organized by Toshiba and Time Warner. Philips and Sony worked in relative isolation, with support from Columbia and Polygram, which Sony owned. After relentless pressure from the entertainment industry, Sony accepted Toshiba's technology as the standard. In return, Toshiba incorporated Sony and Philips signal processing and error correction technologies into its standard, besides making it backward compatible with audio and video CD. Recently, Microsoft and BMW, together have launched an initiative to help independent filmmakers. 93 This effort called BMW's Digital Cinema Series plans to showcase eight independent films in digital format over the next year at theaters in 25 cities. The equipment for this effort has been contributed by Microsoft, whose intent is to make its Windows media technology the leading format for distributing movies over the internet, which in turn would help sales of its Windows operating system to play back digital movies on PCs and other digital devices. The projection equipment and digital http://www.movielink.com "Movie Studios Provide Link for Internet Downloading", The New York Times Article by Amy Harmon, Nov 11, 2002. 92 Yves Dos and Gary Hamel, "Alliance Advantage: The Art of Creating Value through Partnering", HBS Press. 93 "Using a Hard Drive to Show Films in Theaters" The New York Times Article by Amy Harmon, Nov 14, 2002. 90 91 Sadasivan, SDM Thesis 96 encoding to protect independent moviemakers' content will be provided free. It is unclear if this effort will be a success, but it is true that such projects offer independent moviemakers more choices than they currently have at the moment. In summary, the shape of the motion picture value chain will ultimately be defined by the actions of new entrants and incumbents alike. The value chain will be decided by the product architecture decisions and standards decisions. If the efforts by the studios to create open standards prevail, the value chain will be very different than if the system integrators maintain control over the architecture and standards. The interrelationship between standards, value chain and product architecture decisions will be discussed in detail in the next chapter. Sadasivan, SDM Thesis 97 This page is left intentionally blank Sadasivan, SDM Thesis 98 Chapter 6: Product Architecture Strategy 6.0 Chapter Summary This chapter discusses the interrelationship between standards, value chain and product architecture decisions. Given this interrelationship, it is suggested here these decisions have to be made concurrently. Firms developing products and services have a unique opportunity with Digital Cinema because these firms can co-design product, process and value chain architectures concurrently that can provide enormous competitive advantage. As mentioned previously, not one firm has all core competencies to develop and deliver digital cinema system. Naturally, alliances and sponsorships are the norm in digital cinema and the product architecture will most likely be modular. Given this scenario, it is essential to understand how to modularize the architecture. This work suggests modularizing along the clockspeed boundary in the architecture. To that extent, the architecture strategies of Kodak, Technicolor and Boeing have been analyzed in this chapter. These architectures have been analyzed on several fronts, including integrality/modularity decisions, location of modularity, alignment of supply chain and product architectures and the extent of architectural control. The analysis indicates that the product architectures reflect each firm's core competencies, its relationships in the industry and each firm's view of the where value can be captured in the newly emerging digital cinema marketplace. Alignment of product and supply chain architectures is evident, to some extent, in the efforts of all the three integrators. Modularity along clockspeed boundaries is also evident in some cases. If the firms with control of clockspeed boundaries exert their power over others is remain to be seen. 6.1 Concurrent Engineering in Three Dimensions Product architecture decisions have ramifications beyond the product itself. As discussed in the last chapter, standards decisions made as a part of the product architecture decisions may end up defining the value chain. Standards, value chain and product architecture decisions interact and will ultimately define various players' ability Sadasivan, SDM Thesis 99 to realize profits and maintain flexibility. The idea of concurrent engineering can also be found in the recent work of Lawrence Lessig. While describing Internet architecture, Lessig states: "Fourconstraintsregulate [Internet]- the law, the social norms, the market and the architecture - and the "regulation of this [Internet] is the sum of these four constraints. Changes in any one will affect the regulation of the whole. Some constraints will support others; some may undermine others. A complete view, however, should consider them together".79 The competitive ability of a firm in a rapidly changing environment (i.e., fast clockspeed) arises from knowing what capabilities to develop internally and what to outsource. Concurrent engineering is an approach that provides ways for identifying and developing capabilities. Concurrent Engineering involves developing product, process and supply chain architectures concurrently. Concurrent process and product development has been popular since the early 1990s, a good example being the Design for Manufacturing (DFM) methodology. In the context of this work, product development is defined as making architectural decisions, such as integrality and modularity of the product and subsequent standards decisions. The process development includes manufacturing systems development and the supply chain development involves making decisions on whether to buy a subsystem or make it. As mentioned previously, every industry has its own clockspeed or rate of evolution based on its products. Individual capabilities that provide firms with competitive advantage can lose value overnight as a result of the arrival of new technologies, changes in customer needs and other such factors. The faster the clockspeed of an industry/firm, the shorter is the half-life of any given competitive advantage. Under conditions of such fleeting or temporary advantage, a firm's real core capability is its ability to design and redesign its value chain. In industries where product architecture decisions are already set, little leverage is available to make supply chain decisions independently, because product architecture decisions affect supply chain decisions and vice versa. 9 Lawrence Lessig, Code and other Laws of Cybernetics, Perseus Books, 1999. Sadasivan, SDM Thesis 100 For instance, key product architecture decisions involve integrality or modularity of product architecture. In integral architectures, there is a close coupling amongst its elements or subsystems that make up the system. In contrast, a modular architecture features separation amongst the subsystems that makes up the system. The subsystems in a modular architecture are interchangeable and individually upgradeable. Standards dictate to a certain extent the modularity/integrality of architecture. Open standards lead to modular architecture, while integral architectures tend to have closed standards. Open, modular architecture increases the number of competing firms in the supply chain, while closed integral architectures tend to promote monopoly. Similarly, supply chain architecture can be modular or integral. An integral supply chain architecture features close proximity amongst the players in the supply chain. Proximity is measured along four dimensions: geographic, organizational, cultural and electronic. Geographic proximity can be measured by the physical distance between the players. Organizational proximity can be approximated by ownership, organizational control, interpersonal and inter-team dependencies. The cultural proximity can be approximated by commonness of language, business mores and laws. The electronic proximity can be measured by virtual vicinity occurring through electronic data exchange, intranets, videoconferencing and such. The lean production system developed by Toyota is a good example of integral supply chain. The lean production system was conceived by Toyota in the Nagoya/Toyota City industrial region within a uniform culture and with significant ownership and managerial participation by Toyota and its suppliers. In contrast to the integral supply chain, modular supply chains exhibit low proximity on all the four dimensions. Modular supply chains tend to feature multiple interchangeable suppliers, as in the case of the personal computer industry. Alignment of product and supply chain architectures is essential. Table 19 shows popular examples for product and supply chain architecture alignment. The excellence of Toyota Production System and Dell Computers can be attributed to the alignment of their business practices arising from the supply chain architectures and product architectures. Similarly, Polaroid's troubles can be attributed to misalignment of technology and supply chain architectures. In the era of digital imaging with faster clockspeed, misalignment of Sadasivan, SDM Thesis 101 technology and supply chain architectures creates significant inflexibility and cripples effective competition with nimble and fast competitors. Supply Chain Architecture Integral Modular Integral Microprocessors, BMW Automobile, Toyota Production System Polaroid Modular Digital Rights Music Distribution Dell Computers Bicycles Product Architecture Table 19. Alignment of product and supply chain architectures. 95 The recent case of Recording Industry Association of America (RIAA) versus Napster underscores the difficulty of using an integral business practice in distributing MP3 music files. 96 MP3, being an open standard, has made this product modular. Napster unsuccessfully challenged the business practices of music giants. In this very fast clockspeed environment, Napster proved to be the most important node in distributing music online with its lion's share of the market. In a short period of time, Napster disrupted a significant portion of the distribution segment of the music industry's value chain wherein most profits are made. Instead of promoting Napster, RIAA shut them down and has damaged its own ability to control the online music distribution. In the wake of Napster's demise, a multitude of Napster clones have sprung up, illegally distributing the music and making it extremely difficult to enforce the laws.97 Firms developing products and services have a unique opportunity with digital cinema because these firms can co-design product, process and value chain architectures Charles Fine, 15.769 Lecture Notes, Spring 2002. Charles Fine, Rapid Response Capability in Value Chain Design, Sloan Management Review, Winter 2002. 9 Prof. Fine calls Polaroid's path a "Northern Route" and Music Industry's path a "Southern Route" and suggests that it is much more damaging and difficult to take the Northern route rather than the Southern route. 9s 96 Sadasivan, SDM Thesis 102 concurrently that can provide enormous competitive advantage. As mentioned previously, not one firm has all core competencies to develop and deliver a digital cinema system. Naturally, alliances and sponsorships are the norm in digital cinema and the product architecture will most likely be modular. Given this scenario, it is essential to understand how to modularize the architecture. This work suggests modularizing along the clockspeed boundary in the architecture. To that extent, the architecture strategies of Kodak, Technicolor and Boeing will be analyzed in this chapter. These architectures will be analyzed on several fronts, including integrality/modularity decisions, location of modularity, alignment of supply chain and product architectures and the extent of architectural control. 6.2 Emerging Product Architecture Strategies Kodak, Technicolor and Boeing are currently developing end-to-end distribution and display digital cinema systems. Key elements of such system include providing services to create digital cinema master and distribution master, distributing the digital cinema distribution master and providing infrastructure in theaters to display the digital movies and manage the operations. Figure 34 shows Kodak digital mastering process, which starts with the conversion of images captured on film or digital camera along with computer-generated graphics to form the digital source master. This master file can be further processed to create: (1) a distribution master, (2) a digital intermediate for releasing in analog theaters and (3) conversion to home video masters. Kodak uses internally developed compression, encryption and watermarking technologies to create the digital cinema distribution master. Sadasivan, SDM Thesis 103 Laser Film /1 Recorder Film Digital intermediate (Release Printing) Datacine "lor-tite" transfer- DiCita Cinema 2 I Digital Camera 3 LI Computer Generated Images IL 8/24P| Master(DCDM) HD Master Format 1080/24P Conversion Color HomeVideo Masters Figure 34. Kodak digital cinema mastering process architecture. 98 Kodak's solution for the exhibition process is shown in Figure 35. Encoded Digital Master and Decryption Keys from Distributor Decryption Keys DowNload Keys Distribution Copy Load Digital Master "Satellite * Features * Trailers * Preshow "Fiber "Media Multiple screens Theatre Automation * Advertising -. . Audio Processor Figure 35. Kodak digital cinema exhibition process architecture. 99 Kodak digital cinema operating system is a customized software solution developed to support loading, scheduling, control and playback of features, trailers and pre-show content on multiple digital cinema screens. The Kodak digital cinema operating system downloads the decryption keys from studios. The system also controls the 98 See http://www.kodak.com/US/en/motion/digital/mastering.shtml 99 See http://www.kodak.com/US/en/motion/digital/cineOpSys.shtml Sadasivan, SDM Thesis 104 automated theatre operation such as lighting and sound systems. The decompressed, decrypted, color corrected digital data will be projected through a Kodak digital cinema projector. Kodak digital cinema projector uses JVC D-ILA chip. Technicolor Digital's approach to digital cinema product architecture is shown in Figure 36. Technicolor Digital uses its in house expertise to create digital master from several capture sources. The digital master is then transferred to the digital cinema hub of Technicolor Digital, wherein the digital master is compressed, encrypted and transported to digital movie theaters. Technicolor Digital uses compression, and encryption technologies developed at Qualcomm. Digital cinema hub provides the ability to manage the operations of transportation in a secure fashion. Figure 36. Technicolor Digital cinema product architecture.100 The architecture includes a theater management system, which receives, stores and displays movies through a digital projector. The theater management system also acts as conditional access system to keep digital content secure. Technicolor currently uses projectors made by OEMs with TI DLP chips. Except for the projection system, 100 See http://www.technicolorDigital.com Sadasivan, SDM Thesis 105 Technicolor's digital cinema system integrates proprietary technologies to deliver an endto-end solution to the customers. 10 1 Boeing has also developed an integrated solution with an open-architecture design that will "integrate any off-the-shelf hardware to compress, store, forward andproject digital content with the primary goal of interoperability."10 2 Boeing Digital Cinema is a part of Boeing Integrated Defense Systems, a $23 billion space and defense business. It provides systems solutions to its global military, government and commercial customers including intelligence, surveillance and reconnaissance. It also manufactures military aircrafts and satellites. Figure 37. Boeing Digital Cinema. 03 Figure 37 shows Boeing's view of Digital Cinema Architecture. The Boeing Digital Cinema's Network Operations Center (NOC) receives the digital master file from the content creator/studios, compresses and encrypts it and delivers it through satellites or fiber to theaters. Boeing plans to provide turnkey solutions to theaters, including installation of digital projectors and theater management systems to display the content. 101 Technicolor Digital is a joint venture between Technicolor and Qualcomm. Technicolor brings in its expertise of post-production technologies and movie industry contacts while Qualcomm brings in its digital data encoding technologies (compression, encryption) to the joint venture. 102 http)://www.boeinq.com/defense-space/space/cinema/backgrounderbackqrounder.html 103 http://www.boeinq.com/defense-space/space/cinema/backqrounder/backcrounder.html Sadasivan, SDM Thesis 106 6.3 Evaluation of Emerging Product Architecture Strategies Amongst the three architectures, Boeing has the least control over the architecture, while Kodak and Technicolor have some extent of control over their respective architectures. Kodak and Technicolor are currently incumbents in the existing motion picture value chain and probably have the most to lose from this transition. Incidentally, they have the most inside connections with the studios. Yet, Boeing's open architectural decision potentially seems very attractive for those who do not wish to be locked into a particular manufacturer or standard and may gain the support of the studios who seek to ensure openness in digital cinema architectures. Boeing is playing the role of IBM in the PC industry. Whether this strategy will be successful for Boeing is unclear. If one draws from the IBM's experience, Boeing is ill fated to make changes as technology evolves, as it has no control over the architecture. Given that digital cinema is not its core competency, Boeing does not have much to lose from its exploration. Kodak and Technicolor have proposed modular architectures, knowing major studios' hesitancy in adopting integral architectures. Kodak and Technicolor seek to standardize Digital Source Master and Digital Cinema Distribution Master, essentially creating modularity along these locations. Within these sub-systems the technologies may be integrated for optimal performance. While Technicolor plans to buy TI's DLP projectors from the fabulous three,10 4 Kodak has not declared its intentions on the projection system. If Kodak co-develops the projection system, Kodak may have partial control over the clockspeed boundary, which lies within the projection system, while Technicolor does not as it is controlled and owned by TI. 104 Fabulous three are the OEMs- Christie Digital, Barco and NEC. Sadasivan, SDM Thesis 107 Projection System ~image e nd Audio Sound System ITransport ~Subtitle Subtitle Auxiliary System Auxiliary Auxiliary CaDis or Crbt/Encryp~ Post 7Produto Pduction Distribution Display Figure 38. Mapping Kodak's architecture to generalized architecture. Green shaded areas denote areas of control and dotted lines indicate points of modularity. Projectio System .3 Audio System Transport Subtitle SSubtitle Auxiliary System Auxiliary Auxiliary tJ d Distributioi Display Figure 39. Mapping Technicolor's architecture to generalized architecture. Green shaded areas denote regions of control and dotted lines show points of modularity. Sadasivan, SDM Thesis 108 Image Snd Comp. Projection ImeDeComp. System Image Image Comp. Comp. Sound SoundSSuun Comp. Sound Sound yAud io System S Theater: mSystem Storage Subtitle Subtitle S Subtitle Subtitle Subtitle + Auxiliary Auxiliary Capture or Production Auxiliary Auxiliary Auxiliary System Auxiliary Auxiliary ....,.....F.....y...... Post Production Distribution Theater Management System Display Figure 40. Mapping Boeing's architecture to generalized architecture. Green shaded areas denote regions of control and dotted lines show points of modularity. Alignment of product and supply chain architectures is evident to some extent in the strategies of all of these three firms. In general all these firms have close partnerships or internal development for technologies within a subsystem and have modularized along those subsystems where they rely on outside suppliers. For example, to create digital cinema masters, Kodak works through its subsidiary Cinesite, while Technicolor Digital goes through Technicolor. Similar strategies can be seen in the key technologies involved in creating distribution masters, including compression and encryption. Technicolor's partner in Digital Cinema Qualcomm provides these technologies, while Kodak relies on its internal research and development organization. To leverage the use of physical drives and satellite-based distribution of digital files to movie theaters, Kodak and Technicolor plan to create modular interoperable product, i.e. a standardized distribution master. The final subsystem is the theater subsystem, including digital projection. Since Technicolor plans to use TI projectors, its theater subsystem will be Sadasivan, SDM Thesis 109 modular while Kodak can provide an optimized integral subsystem if it co-develops with JVC. In such a scenario, a very close relationship with JVC is critical for success. In contrast, Boeing has truly modular sub-systems except for their encryption and delivery subsystem, which seems to be integral, aligning with Boeing's core-competencies. In summary, product architecture reflects each firm's core competencies, its relationships in the industry and each firm's view of the where value can be captured in the newly emerging digital cinema marketplace. Alignment of product and supply chain architectures is evident to some extent in the efforts of all the three integrators. In some cases, the observed modularity in product architecture seems to lie along the clockspeed boundaries. By aligning modularity in product architecture along clockspeed boundaries, firms can potentially help remove fears of obsolescence. Firms can trade the benefit of removing fears of obsolescence with partial lock-in of its customers. By creating a consistent marketing strategy through various leasing versus selling arrangements, firms can further extend their lock-in strategy. Firms can also develop a cohesive technology strategy around the clockspeed boundary that enables them to leverage the fast changing nature of one sub-system. In summary, clockspeed boundary modularity provides a unique way of creating concurrent product and value chain architectures. Sadasivan, SDM Thesis 110 Chapter 7: Conclusions Digital cinema brings to the motion picture industry a rate of change it has never seen before in its history. In fast clockspeed industries, the competitive advantage arise from choosing the capabilities wisely, remaining flexible and adapting to change. In such scenarios, firms need to anticipate which capabilities are worth investing in and which should be phased out. Concurrent design of products, process and capabilities provide a framework adjust the overall strategy of any firm in fast changing environments. This thesis presents a novel view of architecting the digital cinema system taking into account the fast-changing nature of digital cinema technology and the dynamics between key players in the motion picture industry. This unique approach for architecting the digital cinema system, involves strategically controlling the boundary, i.e., the "clockspeed boundary" between slow and fast clockspeed elements within the system. It is believed that such an approach may provide essential market survival competency to firms in the digital cinema value chain. The use of standards to control this interface is also articulated in this work. The value chain analysis of the current motion picture industry is performed to understand the power and structure of the industry. The transition from analog to digital cinema seeks to alter the power distribution and structure of the industry. Currently, the movie studios control the value chain. The unique capabilities of digital cinema may provide fresh opportunities for independent moviemakers. The complexity of digital cinema technology will also provide new opportunities for system integrators. The standards dynamics in the digital cinema has been investigated to understand the issues involved in creating compatibility standards in digital cinema. Standards add value by indirect network effects, working through the demand of content. Worldwide standards can provide significant supply-side economies of scale, leading to lower prices and increased adoption. The standards strategy of any firm will ultimately decide the value that can be captured by the firm. The digital cinema value chain will be ultimately decided by the product architecture and standards decisions. To that extent, two alternate scenarios for value chain have been proposed. If standards efforts lead to open standards, the studios may Sadasivan, SDM Thesis ill still be powerful and the resultant value chain may look very similar to the current one. If system integrators maintain control over the architecture and standards, the resultant value chain may look very different. In such a case, these system integrators can potentially extract value from the studios. Given the importance of standards, a hybrid strategy for setting standards that combines a market-oriented process along with a committee-oriented process is suggested here. Finally, concurrent design of product architecture and value chain design is proposed because value chain and product architecture decisions interact and ultimately define various players' ability to capture value and maintain flexibility. The product architectures of three system integrators are analyzed to understand the leverage these three players have over the digital cinema value chain. The product architecture reflects each firm's core competencies, its relationships in the industry and each firm's view of the where value can be captured in the newly emerging digital cinema market place. In summary, the clockspeed boundary modularity provides a unique way of creating concurrent product and value chain architectures. By aligning modularity in product architecture along clockspeed boundaries, firms can potentially help remove fears of obsolescence. Firms can trade this benefit with partial lock-in of its customers. By creating a consistent marketing strategy through various leasing versus selling arrangements, firms can further extend their lock-in strategy. They can also develop a cohesive technology strategy around the clockspeed boundary that enables them to leverage the fast-changing nature of one subsystem. A key element of the technology strategy is standards strategy that provides a means for controlling the clockspeed boundary. Sadasivan, SDM Thesis 112 Appendix A Digital Cinema Standards Activities There is no unique digital cinema technology that can replace traditional film. Several key technologies need to be integrated to create digital cinema architecture, as discussed in the aforementioned section. This section summarizes the efforts done by the Society of Motion Picture and Television Engineers (SMPTE) in developing standards for different interfaces in digital cinema. CONDIIAL ACISS I KEY RANACEMWN INMMSTUMTRE DISTRIBUOR CONTENT OWNER 101 NHMM I EXH =ma KI ACMISS ~ ~RTPNid NARREN (O~flONAIN) 0"ccomffi | Tic D n 109 - _ 1,9 127 - ,22 SYT0 ~~ 123 AU ITOR 125I H NET - DC28.4 ACCESS A h1l~& AU IO Mg p1 IMLETT*DATA 11 .11 12 -- I-AUZ~p.DC28.7 MASTRIN 1 ] TRANSPORT A30131. 132 7 ETA NETADAT iom 134 U302~AR1 -j133 ThAE IJSYSM~S NETADA LETOC2E N~rA~i~ "UDITRU bi AUDIHO jJMETAGATA I4 IOR(ALLGRUS MMCI T~4I..I OnCALOIO CONE$EOL _ _ __ _ _ _ _ _ L__ IL _F._ .. 1 CONT% PACKAGING NR so Irs Figure 41. Digital cinema architecture used by SMPTE working groups in coordinating standards development10 5 Figure 41 shows the system architecture, the information flow and various interfaces in the Digital Cinema System as described by the Society of Motion Picture and Television 105 See SMPTE DC28 Study Group Interim Report at www.smpte.org Sadasivan, SDM Thesis 113 Engineers (SMPTE). SMPTE is a trade organization representing the technical aspects of television, film production and display. SMPTE coordinates standards, engineering guidelines and recommended practices in areas encompassing analog cinema, digital cinema, television, video and computer imaging. SMPTE has created a DC28 technical committee to coordinate standards activities for the entire system. SMPTE is focused on creating standards to ensure interoperability, compatibility, performance and extensibility. For the purpose of this thesis, performance standards issues studied by SMPTE will not be discussed in detail. SMPTE's charter in digital cinema is to, "Provide Industry Technical Forum for D-Cinema, Identify Key Systems & Technology Issues, Develop a Recommended Approach to Standards, Identify, Establish and CoordinateNecessary Groups to Achieve Overall Objectives and In future, write the standards." The schematic of the scope of DC28 is shown in Figure 42. Image Audio Figre42.Scemaicof Metadata- 0 c CI, an UctiProjectiE -) ( coeoSPTEs taar msterdi/istributo oftedgtlmveadpa Li Audio activte. ak ti & V) Mastering o ouigisefrso Figure 42. Schematic of scope of SMPTE's standards activities. The SMPTE DC28 technical committee is focused on creating digital movie masters, distribution of the digital movie and play back. It is not focusing its efforts on issues involved in the image capture and production. The SMPTE DC28 committee has created working groups with a broader charter of assessing issues in key subsystem and technologies. These groups have been formed with a broader charter such that they are not working groups for creating standards but Sadasivan, SDM Thesis 114 may evolve to creating standards. The different working groups and their descriptions are given in the Table 20. Committee DC 28.1 DC 28.2 DC 28.3 DC 28.4 DC 28.5 DC 28.6 DC 28.7 DC 28.8 Description Overall System Issues Digital Master Compression Conditional Access Transport Audio Theater Systems Projection Table 20. Different digital cinema working groups. SMPTE is not only coordinating the standards activities with its industrial members, it is also attempting to coordinate the activities amongst several standards bodies such as the National Association of Theater Owners (NATO), the Motion Picture Association of America (MPAA), the Information Technology for European Advancement (ITEA), the Motion Picture Experts Group (MPEG) and the Audio Engineering Society (AES). The SMPTE working groups have over 250 representatives from 100 different member organizations and standards bodies. The testing of the various technologies is performed at the Entertainment Technology Center (ETC) at the University of Southern California. DC 28.2 Mastering 06 The DC28.2 Digital Mastering working group has the responsibility for the creation of standards for the digital image file for subsequent display and/or processing through the compression/encryption/distribution chain. Digital cinema mastering is the process of combining video (visual media) and audio from different sources into a completed product that is designed for theatrical presentation using electronic projection as the means to display an image on a large screen. This visual media could consist of traditional film, computer generated graphics, material captured with a video camera or any combination of the visual media just 106 See SMPTE DC 28.2 Study Group Interim Report at www.smpte.org Sadasivan, SDM Thesis 115 mentioned. Traditional mastering for cinema has usually been prepared using film elements combined together to make a master color-timed InterPositive (IP) from which multiple InterNegatives (IN) are made. These INs are used to make many 35 mm prints that are then distributed to the theaters for presentation. In order to define the final mastering image file, new structure and nomenclatures have been established. The Digital Source Master (DSM) is the highest quality digital file and is considered equivalent to the film negative. It has two layers: (1) the digital negative and (2) a color correction layer. Conversion to all other formats including film, video (NTSC, PAL and High Definition), DVD and digital cinema is to be done from this format. DC 28.2 does not plan to standardize or specify DSM, however, a set of recommended practices necessary to facilitate exchange formats for the production industry will be developed. But the DC 28.2 working group plans to propose a standard format for the digital cinema product, Digital Cinema Distribution Master (DCDM). The DCDM is the file that is distributed to the theaters for display. DC 28.2 seeks to make this file format a worldwide standard with acceptance equivalent to 35 mm film. The specification of DCDM will include a layered set of standards. The standard needs to include: color space, bit depth, pixel format, frame rate, transport protocol, and physical interface standard to the projector/compression engine. The DC 28.2 working group has proposed two different formats for transport of DCDM to the theaters. The first, a non-real time transfer, uses a file transfer model to deliver DCDM to the theaters storage system. Although non-real time transfer may become the norm, long transfer times may not be practical. If a portion to the DCDM becomes corrupted, DCDM must be replaced quickly, which calls for a streaming format to deliver DCDM. Such a format will also enable delivery of live broadcast to the theaters. DC 28.3 Compression' 0 7 The DC 28.3 study group on compression has been created to define the standards and recommended practices in compression. The charter of the study group includes defining the image compression requirements and specifications for the digital cinema, metrics for defining compression image quality and coordinate with other DC 28 study 107 See SMPTE DC 28.3 Study Group Interim Report at www.smpte.org Sadasivan, SDM Thesis 116 groups to ensure image compression is optimized in the context of the overall system. To that extent, the working group has defined hand-off points that need to be standardized. The focus of this section will be on the compatibility standards, not quality standards. The requirements of the compression are to include compatibility with other subsystems downstream of compression and downward compatibility to avoid hardware obsolescence. The standard for compression/decompression of live events is not part of the current scope of the group. Specific standards are required for the data formats and physical interfaces to the encoder (compression) and decoder (decompression). In describing where these standards are needed, we reference the DC 28 functional block diagram, the relevant portions of which are presented here as Figure 43. ENCRYPTION (OPTIONAL) IMAGE 104 105~ METADATA................. DECRYPTION (OPTIONAL) 124 125 ................................. Image M ETADATA Figure 43. DC 28.3 Functional Block Diagram showing the different interfaces The standards include identifying image and metadata input for the encoder and decoder and the corresponding outputs as shown above in the block diagram. These inputs and outputs are to be standardized to enable manufacturers to build encoders and decoders to that specification. DC 28.4 Conditional Access 08 The conditional access system controls the use of digital cinema entertainment content in accordance with contractual agreements between content owners, distributors, 108 See SMPTE DC 28.4 Study Group Interim Report at www.smpte.org Sadasivan, SDM Thesis 117 exhibitors and other stakeholders. To perform this function, a means is required to allow access to the content by the legitimate exhibitor while preventing access or misuse by unauthorized parties. The DC 28.4 working group has been created to develop standards for the security system required for the protection of the content in a digital cinema delivery. CONDITIIAL ACCES CONTENT CREATOR I 1 COEEENTR * C & KEY ACMAENSES1 CINIAAARUCThSE iI M TT Oe screen U CRe EEI "U V M CDPREUMIXIN KASTEREAM *UM DYD EM - I : Iaham RAMN ItL MASTFES. u m DE1SVPT1O I I B03ONDIG STORAGE tawaae 42, 42 421a I TRANPOR ICIIHE ITDT etuV I 'Vaa 7 Fiur 44. Funtina blc igrmsoig access a sysemaAg Fur4T DTi iNau h w h t ifretitrfcsfrcodtoa fea codi S44. diagramt in Fiur 44. Sadasivan, SDM Thesis D IEIMN +a diagram ksat V LET1TA IutbIS' 421M 41MtwCin~ S~~~ a I SYSTEMM amV1 UWAI~M EIMCVIIRRp ahVdewa ( ADDC~n~a=I cAC:e9 118 tna T DC 28.5 Transport 09 The mandate for the transport working group is to provide common interfaces at the input and output transport link for compressed, secure content such that it can be transported across a variety of means, including physical media such as DVD, satellites and terrestrial networks. This group seeks to standardize the interface at the input link by providing gateways at the input distributor end and at the output link by providing gateway at the theater as shown in the Figure 45 below. Packaging Management. Conditional Access Int. #103 Ethernet Gateway Processes: Transactional Resource Mgt. System Mgt. Security Transport Protocols Gateway Processes: Transactional ResourceMgt. SysternMgt. Securityl Transport Protocols &A Inif. 4 101 Ethernet IP ATM I.AN/SAN Interface Gateway I/O and Buffer Storage iu Fibre Channel or Gigabit Ethernet IEEE 1394 and/or Dockable SCSI Shuttles Intf.#120 A Ethernet Satellile Delivery Internal Data Bus Packaging Management, Conditional Access IP, ATM High-speed Terrestrial Network " ATM SONET Theater fMgt ATM, .4 SONET Gateway I/O and Buffer Storage POTS POTS Newintf. Etherne-t Internal Data Bus Ethernet Intf. IEEE 1394 N Intf. #138 and/or Dockable SCSI Shuttles V Low-Speed Data #122 L Fibre4 LA/SAM Channel Interface or Gigabit Ethernel Air and Land RAir and Land Theater Systern Courier Packaging System Distributor Gateway Contracted Transport Service Providers Theater Gateway Theater Systems Storage and Playout Figure 45. Functional block diagram for DC 28.5 working group showing the different interfaces. DC 28.6 Audio" Digital audio is already established in theaters. In the analog version of cinema, the audio tracks are compressed and written on the back of the film, which are converted and played in the theaters. Digital cinema technology eliminates the need for audio 09 See SMPTE DC 28.5 Study Group Interim Report at www.smpte.org See SMPTE DC 28.6 Study Group Interim Report at www.smpte.org 10 Sadasivan, SDM Thesis 119 compression. The audio is expected to be a separate file from the video. Moreover, digital audio file may contain multiple versions (languages and ratings) as prescribed by the content owner, additional tracks for hearing impaired and commentary for visually impaired. The audio systems interface through the theater system with the conditional access verification system. In particular, it interfaces with most of the elements of the theater system and the projection system. DC 28.7 Theater Systems" The theater system includes the theater storage and playout system, conditional access verification system and theater management system, as shown in Figure 46. This system interfaces with the transport gateway that delivers content to the theaters, which is stored on the theater network. Figure 46. Functional block diagram of various interfaces in theater management system. The stored content needs to be authenticated through the conditional access key management system. The theater management system interfaces with content playback, . See SMPTE DC 28.7 Study Group Interim Report at www.smpte.org Sadasivan, SDM Thesis 120 auditorium controls and overall system control and monitoring. DC 28.7 seeks to provide recommendations for standardizing each or most of these interfaces. DC 28.8 Projection 1 2 The mandate of the DC 28.8 working group is to develop standards, recommended practices, and engineering guidelines for digital projection of theatrical presentations in cinema theaters and review rooms. The key interfaces that are being standardized by this working group include the program interface from the playback device and automation interface. This groups mandate also includes developing minimum display characteristics of the display device and minimum display attributes for the screen, the discussion of which is not pertinent for the subject matter of this thesis. 112 See SMPTE DC 28.8 Study Group Interim Report at www.smpte.org Sadasivan, SDM Thesis 121