Technology

A Language to Create Rich, Immersive Video Experiences.


Introducing Cue Point Language: the HTML of interactive video.



Cue Point Language (CPL) is a powerful new XML-based language that describes non-linear structures in a mixture of temporal-based video and state-based web media. The language allows you to build “cue points” at any spot in a video, linking to any graphical, video, or web asset — whether local or cloud-based.

An end-user views the CPL-created files with a CPL-aware player that creates a playback experience integrating video and web content into a coherent experience referred to as a “media program.” The sequence of playback is influenced by user interaction, by interaction with web services, and by the run-time execution of code referenced in the video. Viewers are able to retrieve streamed video and cached images, and video content from other archives, as well as push video to their social media networks, including Facebook, Twitter, or Digg.

Developers can also use the existing open source CPL PERL libraries to build automated solutions to connect to existing data repositories, content management systems, and video archives to generate CPL files that will play back an interactive experience in a CPL-aware player. This developer approach allows large media companies to create automated and scalable solutions based on pre-existing content libraries.

As a language — not a user interface — CPL enables content developers to write their own UI editors. Whereas current editors have been built with Adobe Flex and PERL, CPL language files generated by any editor (files saved with a .ctv extension) have very precise specifications and — because they are platform independent — can play across all technology platforms, including Flash, HTML5, Silverlight, EBIF, and more. As long as the output files are .ctv files, they are compatible with any CPL-aware player.

For content companies, this means a single structure for delivering a media program to multiple devices. The .ctv files, written in a standardized CPL language, “future proofs” both the media experience and the effort expended in learning the software, while at the same time providing cross-platform experiences.

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