Construction of Art Network Training Platform Based on Streaming
Media Technology
Peng Zhang
a
Linyi Vocational College, Shandong Linyi, 276000, China
Keywords: Streaming Media, Ffmpeg, Network Training, Art Teaching.
Abstract: With the development of Internet communication technology, multimedia transmission technology is
becoming more and more mature, and streaming media technology is emerging. This paper makes use of the
characteristics of high flexibility and real-time of streaming media, and develops an art network training
platform based on streaming media technology. The streaming media function of the platform is developed
by ffmpeg software, which realizes the process of encoding, decapsulating, pushing flow, decoding and
pulling flow in the process of live broadcast. The architecture of Nginx+RTMP+Module is selected for the
construction of streaming media server, and Flash is used for the player. The platform is developed in JAVA
language, and SSH is used as the functional development framework. The key point of this system is that
students can study and practice interaction with teachers, with emphasis on practical operation. Streaming
media network training can avoid the limitation of time and space in theoretical courses after class or offline
studio exercises, and can also adapt to the education and teaching in the current epidemic environment.
a
https://orcid.org/0000-0002-8292-6696
1 INTRODUCTION
With the rapid development of network technology,
educational methods are changing with each passing
day. With the improvement of people's material
living standard, the promotion of art cultivation has
become a new pursuit of more and more people. Art
teaching also began to gradually increase the use of
network information technology for optimization
and reform. Students have a terminal for receiving
online information, and online art teaching has the
conditions to integrate into daily life and study. All
kinds of information of art resources are widely
spread on the Internet, but at the same time, there are
problems of clutter and fragmentation. Students'
access to art resources is prone to confusion, which
makes it difficult for students to form systematic and
structured cognition in art learning, and it is not
helpful to solve the problems encountered in art
learning. Moreover, the network resources are
intermingled and complicated, which makes students
easily fall into bad aesthetic information. It can be
seen that the knowledge absorption efficiency of
online art resources learning without professional
guidance is not high. (Wan, 2019)
In order to solve the above problems, the author
of this paper believes that an art network training
platform based on streaming media technology
should be developed. By using streaming media,
students' learning state can be improved, and with
real-time professional guidance, the most direct
answers can be given to the problems that are
difficult to solve. The system has an art resource
database and is carefully selected by professional
teachers, which avoids the uneven level of students'
selection of art resources and effectively improves
students' artistic aesthetic quality. After testing,
compared with the traditional streaming media
system, this system has the advantages of wide
application scenarios, low power consumption,
reliable transmission, etc. This system is effectively
applied in the art training industry, which can
improve the learning efficiency of students in
learning art knowledge and improve the teaching
quality of teachers.
408
Zhang, P.
Construction of Art Network Training Platform Based on Streaming Media Technology.
DOI: 10.5220/0011912900003613
In Proceedings of the 2nd International Conference on New Media Development and Modernized Education (NMDME 2022), pages 408-413
ISBN: 978-989-758-630-9
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2 TECHNICAL SUMMARY
2.1 Web
Web technology is the technology that enables
Internet users to browse web content in browser
window, and adopts the architecture of B/S
browser/server. Its realization is that the user sends
the operation instruction request to the server
through the browser on the computer system, then
the server responds to the customer's request, and
finally returns the request result to the web page
browsed by the user. Web architecture consists of
three parts, and the composition diagram is shown in
Figure 1. Web server refers to the storage point that
provides users with the resources needed to access
Web pages and provides related functions, which is
also called a website. The construction of a server
usually consists of front-end and back-end. The
front-end is usually built by VUE or this react
software, and the front-end development language is
a combination of HTML+CSS+JS. Back-end
development is Apache+tomcat to form a connector
and container. The connector and the client are
connected by HTTP protocol, and sometimes the
container needs the help of remote software to
provide related functions. Secondly, it needs a
database server to store the required data. The
second part refers to the client. Users need to access
web pages through the client. Currently, the most
commonly used clients on the market include
browsers, mobile apps and applets. The third part
refers to the communication protocol. The client and
the server need to communicate by the
communication protocol, such as HTTP Hypertext
Transfer Protocol, and HTTP is the cornerstone of
the communication between the browser and the
web server in the client. In addition to the three
parts, it is necessary to introduce a new concept, that
is, URL Uniform Resource Locator. URL is used to
represent server information, and the client can
connect to the corresponding server terminal through
URL. (Wang, 2019)
Figure 1: Web composition
2.2 FFmpeg
FFmpeg is an open-source application that is
specially designed to convert digital multimedia
audio and video files into data streams recognizable
by the server. It can not only encode and decode
audio and video files, but also be a suite for
developing audio and video decoding. Ffmpeg
provides a large number of audio and video calling
interfaces for streaming media developers. The main
workflow of Ffmpeg can be roughly divided into
four steps. The first step is to read the information of
the input source and parse the audio and video
encapsulation formats by calling libavformat
interface. The second step is to decode each frame of
audio and video files, which is provided by
libavcodec. The third step is to convert the
parameter coding of audio and video data of each
frame. The fourth step is to repackage the audio and
video data files and then output them to the target.
The main functional components used in this process
are shown in Table 1. (Zhao, 2021)
Construction of Art Network Training Platform Based on Streaming Media Technology
409
Table 1: Main functional components of FFMPEG
Name Function
libavformat It can generate and parse the packaging formats of various multimedia files, mainly composed
of demuxers video
p
arse
r
an
d
muxe
r
video generator.
libavcondec I
t
encodes an
d
decodes various audio an
d
video multimedia files.
libavutil It is a full-featured public tool library, such as the codec of base64, the encryption and
decryption device of DES.
libswscale Video format conversion, such as scene scale adjustment and color mapping adjustment, can
also conver
t
RGB to YUV format.
2.3 MySQL Database
MySQL is a database management system launched
by Apache Foundation, which has the characteristics
of small size, open source data, relational and so on.
It is these characteristics that make mysql widely
used in the development of various small and
medium-sized web by developers. Besides, it has the
characteristics of fast running, small size and low
cost, which are loved by developers. And the
community version of mysql can also be compatible
with other server software, so as to jointly form an
expandable development environment, which is
more conducive to the development and
maintenance of programs. The operating languages
of MySQL are C language and C++ language, and
different compilers can be used to test the system.
This function can greatly enhance the portability of
source code, so MySQL has the feasibility of
running under various operating systems, and also
provides an API for various software system
development languages. These programming
languages include Python, PHP, perl, Ruby, Java
and so on. MySQL can make full use of all kinds of
CPU resources and realize multi-thread operation.
Moreover, the SQL statements used in MySQL have
the functions of adding, deleting, modifying and
querying, and the algorithm is simple and easy to
use, which can greatly improve the efficiency of the
system query engine. The ways and means of
connecting MySQL with other system development
software also have diversified characteristics. JDBC
is the most commonly used interface, besides ODBC
and TCP/IP. MySQL supports diversified storage
engine modes. Even in the case of large databases,
MySQL can still successfully complete tasks such as
data optimization, inspection and management, and
has strong data processing capability. (Jiang, 2020)
2.4 Development Environment
The development environment of online art training
platform is divided into two aspects: streaming
media environment and web programming
environment. This system uses streaming media
technology to realize the live video function in the
training platform. The operating system of this
system is Linux cent os7 version. The streaming
media server is developed with the framework of
Nginx+RTMP+Module, and the development
software is FFmpeg. The version of Nginx is 1.7.3.
The audio and video sources are acquired by ffmpeg
and pushed to the server. RTMP module is deployed
on Nginx to realize the forwarding of streaming
media data. Then it is configured by the RTMP
server. The functions of the client use JWplayer and
build Flash player to complete streaming,
decapsulating video, decoding and completing
audio-video synchronization, so as to realize real-
time playback. The main steps to build the
Nginx+RTMP server are to download and install the
Nginx compressed package and the RTMP
compressed package first, then configure the
installation options of Nginx and compile Nginx. On
the basis of the default configuration of Nginx, add
the RTMP third-party module with the add-module
command and finally use it. /Nginx command to
start nginx. The code implementation is shown in
Figure 2. (Xiao, 2020)
Figure 2: NGINX+RTMP server deployment code
NMDME 2022 - The International Conference on New Media Development and Modernized Education
410
The web application building environment of this
system is divided into front-end and back-end. The
front-end VUE.js tool is used for development, and
the front-end development language is a
combination of HTML+CSS+JS. Back-end
development is to use Apache tomcat to build a
server, the development tool is
struct2+spring+hibernate, and the development
language is Java. The database server chooses the
relational database MySQL to complete the
construction of dynamic web pages. Through the
introduction of the above key technical theories, the
overall environment of the system development, the
configuration of related software and tools are
determined, and the technical feasibility of the
overall project of the art network training platform
based on streaming media technology is also
clarified.
3 REQUIREMENT ANALYSIS
3.1 Function Requirement
According to the research on the target groups of art
teaching, this paper sets up two user ports: teacher's
client and student's client, according to the different
needs of different groups. The main functional
modules of the system include four key modules:
online live teaching, extracurricular supplement,
homework and teacher-student communication. In
this system, students can learn the prescribed tasks
in class, complete the homework reserved by
teachers, and submit the homework by uploading
scanned pictures. Teachers need to record the live
course content through the system combined with
external microphones, cameras and other hardware,
select appropriate multi-category art teaching video
courses such as Chinese painting, sketch and oil
painting and upload them to the extracurricular
supplementary modules of the system to help
students improve their art literacy and aesthetics.
Combined with the students' homework completion,
after-class Q&A and live classroom barrage,
teachers can judge students' learning efficiency and
situation, further adjust and optimize teaching
methods. (Lu, 2018)
3.2 Overall Design
The design of art network training platform based on
streaming media technology adopts B/S architecture
and Java network programming technology to
realize the control function of the system. The main
function of this system is the live teaching function,
which is designed in three aspects: coding end,
streaming media server end and player end. The
coding end mainly realizes the collection of audio
and video resources, encodes, compresses and
encapsulates the resources, and finally pushes the
packaged packets to the server to realize the coding
degree and the data interaction of the streaming
media server. At the coding end, the data is sent out
by using the related methods of FFMpeg
encapsulation, and the data packets are transmitted
in the form of RTP real-time data stream. The main
function of streaming media is to receive data
packets and distribute them to other clients, and to
complete the real-time transcoding in this process.
The player finishes streaming, decapsulating video,
decoding and completing audio-video
synchronization, so as to realize real-time playback,
which is displayed on the user's webpage. The
playback method uses the data stream playback
method in SDL library. The real-time transmission
and reception of streaming media data between
teachers and students is mainly realized by RTP
protocol and FFmpeg technology. The operation
instruction transmission between clients is realized
by the related methods of socket class. (Dai, 2018)
4 FUNCTION REALIZATION
The main functional modules of the art network
training platform system based on streaming media
technology include four key modules: online live
teaching, extracurricular supplement, after-class
homework and teacher-student communication. The
core function of the system is the live course
module. After students log in to the system through
their account numbers and passwords, they can see
the art teaching courses displayed by teachers in real
time when they enter the live class of the system
within the specified time. During the teaching
demonstration of teachers' art skills, students can
send barrage to express their views and questions in
real time, and teachers can directly answer questions
in live class. The workflow of the live broadcast
module of the system is shown in Figure 3. The RTP
protocol dialogue is established in the audio playing
interface and the video playing interface
respectively, and RTP is used to monitor the audio
and video data streams so as to receive them in time.
After receiving the audio and video data stream, the
player can obtain RTP audio and RTP video. The
client player needs to integrate audio and video
into audio and video data source, then clone this data
Construction of Art Network Training Platform Based on Streaming Media Technology
411
Figure 3: Workflow of streaming media live broadcast module
source, and play it through the streaming media
forwarding module to the Internet network. (Tao,
2021)
Teacher end can choose two ways to upload
some resources for extracurricular learning. One is
to upload the downloaded files to the system. The
other is to upload the link address of an external
website, but students will automatically jump to the
page where the link is located to watch it when
playing the video. The video upload function uses
the avformat open_ input function, which can
provide the path of file upload and determine the file
format, and then select the appropriate demuxer
package format. While the function for playing the
external chain video uses the avformat find_ stream_
info function. This function can fill in the metadata
information of all stream data and automatically find
the corresponding decoder. The read_packet ()
function is used for decoding. To improve the
efficiency of accessing external network resources,
three variables of this function can control the length
of decoded data to improve the efficiency, namely
probe size, max_ analyze_duration and fps.
_probe_size. (Tao, 2021)
5 CONCLUSIONS
This paper analyzes the web technology, ffmpeg
technology and database technology needed for the
design of the art online training platform based on
streaming media technology, and makes a detailed
and systematic introduction to the workflow of
ffmpeg in live streaming media system, and
elaborates the streaming media function of server
and client and the design and implementation of web
presentation respectively. Due to my lack of ability
and limited time and space, the system is still
lacking in function. It is hoped that related workers
will improve it and further promote the reform
process of the art online education industry.
REFERENCES
Dai Wenjiao (2018). Research on Stable Application
Layer Multicast Streaming Media Live Broadcast
System Based on FFMpeg. Central China Normal
University.04.
Jiang Qingyan (2020). Application of Information
Technology in Art Teaching in Primary Schools.
Information Technology Education.02.
Lu Jiarong (2018). Practical Research on the Application
of Network Information Resources in Art Classroom
Teaching. Fine Arts.07.
Lv Hao (2019). Design and Implementation of Embedded
Streaming Media System Based on RTMP Protocol.
Beijing University of Posts and
Telecommunications.06.
Tao Kuiyin (2021). Design and Implementation of Live
Education System Based on FFmpeg. Dalian
University of Technology.06.
Wang Shan (2019). Exploration of College Art Teaching
under the Information Environment. Fine Arts.06.
NMDME 2022 - The International Conference on New Media Development and Modernized Education
412
Wan Meifen (2019). Research on Teaching Application
and Importance of Streaming Media Technology in
College Campus Network. Wireless Internet
Technology.05.
Xiao Lijun (2020). Application of Mobile Internet
Platform in Art Teaching in Colleges and Universities.
Journal of Shaoyang University.05.
Zhao Jianshe (2021). Research on the Teaching Methods
of Art Education in Normal Universities under the
Background of Network Times. Journal of Qiqihar
Junior Teachers' College.06.
Construction of Art Network Training Platform Based on Streaming Media Technology
413