The following terms are used in this manual:

  • Arm: Armed means that an element is ready for play-out. When 1-tap mode is off, elements are sent to the arm column.

  • Channel: One or more Viz Engine connections. Typically either a Viz output, a video output, or both.

  • Channels: Each wall contains one main channel and multiple additional channels that can be freely moved and resized. Channels contain images, videos or Viz Artist scenes.

  • Layout: A unique arrangement of channels within a preset. You can save multiple layouts for a show and design layouts for a specific look (for example a morning and evening show). Layouts can be used by more than one preset. 

  • Main channel: The Viz output on which video wall presets are run. This is normally host:6100. Only presets and backgrounds should be taken on this channel.

  • Preset: A pre-defined set of one or more layouts of channels on a video wall, used to create a specific look, for example a breakfast show. Presets are Viz Artist scenes played out on the main channel.

  • Profile: A defined set of playout channels and video walls. 

  • Show: A Viz Trio compatible data structure on the Media Sequencer that describes a set of elements (graphics, videos, images) and playlists.

  • Superchannel: An abstraction layer containing graphics, clips, streams, live content, etc. With Superchannels, content in each channel can be played out in an A/B workflow.

  • Video wall: The physical layout of a display or set of screens. Each wall belongs to a single profile. The layout (rows, columns, screen dimensions, bezels) must match the NVIDIA Mosaic setup.

  • Workspace: The user interface that can be customized for each individual user. For example, you can hide channels that are not needed by an anchor.