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CVP-2 in Actionĭuring next week’s Cable Show in Los Angeles, Cox will demonstrate their G8 production set-top boxes serving Cox's HTML5 ContourWeb guide and video streams to DLNA CVP-2 clients from ACCESS, Intel, and JetHead. The next DLNA plugfest is scheduled in June at CableLabs. CableLabs’ contributions were recognized by DLNA with an Outstanding Contribution Award in April 2014.ĬableLabs also hosted a DLNA plugfest focused around CVP-2 in February of 2014, which was very well attended. Leading the WayĬableLabs led the development of the CVP-2 specification and associated certification program in partnership with service providers and Consumer Electronics (CE) manufacturers all over the world. The DLNA CVP-2 certification program is scheduled to be launched in September 2014. The FCC has identified that CVP-2 is an acceptable solution to meet its output requirements for cable HD set-top boxes (STBs).
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Utilizing these guidelines, consumers can view content on their TVs, tablets, game consoles, Blu-ray players, PCs, and mobile phones without needing a provider supplied set-top box for each device.ĬVP-2 will enable a consistent user experience across all devices, eco-friendly power save operation, secure content streaming, and the ability to pause, rewind, and fast forward TV programming (also known as trick modes). The Commercial Video Profile (CVP)-2 specifications, published by Digital Living Network Alliance (DLNA), enable TV service providers to securely distribute their premium content services over the home network to multiple customer-purchased devices. The need for delivering premium content with a consistent user experience across multiple devices is expanding at a breakneck pace.
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The worldwide number of smart TVs and game consoles is expected to reach 845 million and 224 million, respectively, by 2018. They don’t want their viewing experience limited to just a service provider’s supplied set-top box and connected TV.Īccording to NPD Group/Connected Intelligence, there will be 200 million non-tablet connected devices (TVs, game consoles, Blu-Ray players, streaming media players) in the U.S. The Need to Deliver Content on Multiple Devices.Ĭonsumers increasingly expect to consume premium entertainment content in any room and on any device of their choice: Tablets, game consoles, laptops, streaming players, etc.