Pixel binning

Pixel binning

Pixel binning, also known as binning, is a process image sensors of digital cameras use to combine adjacent pixels throughout an image, by summing or averaging their values, during or after readout. It improves low-light performance while still allowing for highly detailed photographs in good light. Charge from adjacent pixels in CCD or charge-coupled device image sensors and some other image sensors can be combined during readout, increasing the line rate or frame rate. In the context of image processing, binning is the procedure of combining clusters of adjacent pixels, throughout an image, into single pixels. For example, in 2×2 binning, an array of 4 pixels becomes a single larger pixel, reducing the number of pixels to 1/4 and halving the image resolution in each dimension. The result can be the sum, average, median, minimum, or maximum value of the cluster. Some systems use more advanced algorithms such as considering the values of nearby pixels, edge detection, self-claimed "AI", etc. to increase the perceived visual quality of the final downsized image. This aggregation, although associated with loss of information, reduces the amount of data to be processed, facilitating analysis. The binned image has lower resolution, but the relative noise level in each pixel is generally reduced. == History == Normally, an increase in megapixel count on a constant image sensor size would lead to a sacrifice of the surface size of the individual pixels, which would result in each pixel being able to catch less light in the same time, thus leading to a darker and/or noisier image in low light (given the same exposure time). In the past, camera manufacturers had to compromise between low-light performance and the amount of detail in good light, by dropping the megapixel count like HTC did in 2013 with their four-megapixel "UltraPixel" camera. However, this results in less detailed images in daylight where enough light is available. With pixel binning, the camera has "the best of both worlds", meaning both the benefit of high detail in good light and the benefit of high brightness in low light. In low light, the surfaces of four or more pixels can act as one large pixel that catches far more light. For example, some smartphones such as the Samsung Galaxy A15 are able to capture photographs with up to fifty megapixels in daylight. However, in low light, the individual pixels would be too small to capture the light needed for a bright image with the short exposure time available for handheld shooting. Therefore, with pixel binning activated, the 50-megapixel image sensor acts as a 12.5-megapixel image sensor, a quarter of its original resolution, with an accordingly larger surface area per pixel.

Abiquo Enterprise Edition

Abiquo Hybrid Cloud Management Platform is a web-based cloud computing software platform developed by Abiquo. Written entirely in Java, it is used to build, integrate and manage public and private clouds in homogeneous environments. Users can deploy and manage servers, storage system and network and virtual devices. It also supports LDAP integration. == Hypervisors == Abiquo supports five hypervisor systems. VMware ESXi Microsoft Hyper-V Citrix XenServer Oracle VM Server for x86 KVM From version 3.1, it also supports multiple public cloud providers: Amazon AWS Rackspace Google Compute Engine HP Cloud ElasticHosts DigitalOcean Abiquo version 3.2 added: Microsoft Azure Abiquo version 3.4 added: Support for Docker hosts, adding multi-tenant networking, storage management and private registry management for Docker SoftLayer CloudSigma Later versions continued to add features including autoscaling on any cloud, integration to VMware NSX and OpenStack Neutron for software defined networking, guest config with cloud-init and integrated monitoring driving guest automation. == Storage services == Abiquo supports any vendor for hypervisor storage, and also supports tiered storage pools, enabling storage-as-a-service from specific vendors and technologies including: NFS Generic iSCSI NetApp Nexenta == SAAS version == In April 2014 Abiquo launched Abiquo anyCloud, a SAAS version of the Abiquo Hybrid Cloud Platform software. This version lets users manage public cloud resources from: Amazon AWS Microsoft Azure IBM SoftLayer DigitalOcean Rackspace Open Cloud (an OpenStack cloud) HP Public Cloud (an OpenStack cloud) Google Compute Engine ElasticHosts Additional security and process features include workflow, to have an enterprise administrator electronically sign off on changes, an audit trail of activity and the ability to share cloud accounts among and enterprise team in a secure way. == Reviews and awards == Finalist for the 2015 Cloud Awards Finalist for the 2015 UK Cloud Awards in the category Cloud Management Product of the Year EMA Radar for Private Cloud platforms 2013 Global Telecoms Business Innovation Summit and Awards 2013 (with Interoute) EuroCloud UK Awards

Macroelectronics

Macroelectronics are flexible electronics that cover a large area. The most visible example of macroelectronics is flat-panel displays. Other emerging applications include rollable display, printable thin film solar cell and electronic skin. Flat-panel displays fabricated on glass substrates are fragile so fabricating directly on flexible substrates, such as polymers is being explored. Displays made on thin polymer substrates can be more rugged than glass. In September 2005, Philips Polymer Vision revealed the world's first prototype of a rollable electronic reader, which can unfold to a 5-inch display and roll back into a pocket-size (100×60×20 mm) device. Thin-film devices on flexible polymer substrates can lend themselves to low-cost fabrication processes (i.e., roll-to-roll printing), resulting in lightweight, rugged and flexible macroelectronic products.

Solid-state electronics

Solid-state electronics are semiconductor electronics: electronic equipment that use semiconductor devices such as transistors, diodes and integrated circuits (ICs). The term is also used as an adjective for devices in which semiconductor electronics that have no moving parts replace devices with moving parts, such as the solid-state relay, in which transistor switches are used in place of a moving-arm electromechanical relay, or the solid-state drive (SSD), a type of semiconductor memory used in computers to replace hard disk drives, which store data on rotating disks. == History == The term solid-state became popular at the beginning of the semiconductor era in the 1960s to distinguish this new technology. A semiconductor device works by controlling an electric current consisting of electrons or holes moving within a solid crystalline piece of semiconducting material such as silicon, while the thermionic vacuum tubes it replaced worked by controlling a current of electrons or ions in a vacuum within a sealed tube. Although the first solid-state electronic device was the cat's whisker detector, a crude semiconductor diode invented around 1904, solid-state electronics started with the invention of the transistor in 1947. Before that, all electronic equipment used vacuum tubes, because vacuum tubes were the only electronic components that could amplify—an essential capability in all electronics. The transistor, which was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Laboratories in 1947, could also amplify, and replaced vacuum tubes. The first transistor hi-fi system was developed by engineers at GE and demonstrated at the University of Philadelphia in 1955. In terms of commercial production, The Fisher TR-1 was the first "all transistor" preamplifier, which became available mid-1956. In 1961, a company named Transis-tronics released a solid-state amplifier, the TEC S-15. The replacement of bulky, fragile, energy-hungry vacuum tubes by transistors in the 1960s and 1970s created a revolution not just in technology but in people's habits, making possible the first truly portable consumer electronics such as the transistor radio, cassette tape player, walkie-talkie and quartz watch, as well as the first practical computers and mobile phones. Other examples of solid state electronic devices are the microprocessor chip, LED lamp, solar cell, charge coupled device (CCD) image sensor used in cameras, and semiconductor laser. Also during the 1960s and 1970s, television set manufacturers switched from vacuum tubes to semiconductors, and advertised sets as "100% solid state" even though the cathode-ray tube (CRT) was still a vacuum tube. It meant only the chassis was 100% solid-state, not including the CRT. Early advertisements spelled out this distinction, but later advertisements assumed the audience had already been educated about it and shortened it to just "100% solid state". LED displays can be said to be truly 100% solid-state.

Cultural technology

Cultural technology (Korean: 문화기술; Hanja: 文化技術; RR: munhwagisul) is a system used by South Korean talent agencies to promote K-pop culture throughout the world as part of the Korean Wave. The system was developed by Lee Soo-man, founder of talent agency and record company SM Entertainment. == History == === Coinage === During a speech at the Stanford Graduate School of Business in 2011, Lee said he coined the term "cultural technology" as a system about fourteen years prior, when S.M. Entertainment decided to promote its K-pop artists to all of Asia. In the late 1990s, Lee and his colleagues created a manual on cultural technology, which specified the steps needed to popularize K-pop artists outside South Korea. "The manual, which all S.M. employees are instructed to learn, explains when to bring in foreign composers, producers, and choreographers; what chord progressions to use in what country; the precise color of eyeshadow a performer should wear in a particular country; the exact hand gestures he or she should make; and the camera angles to be used in the videos (a three-hundred-and-sixty-degree group shot to open the video, followed by a montage of individual closeups)," according to The New Yorker. The term "cultural technology," apart from Lee's systemized definition, can be traced back to the lectures of Michael White, an Australian social worker, educator, and therapeutic theorist and his works Narrative Means to Therapeutic Ends (1990) and Maps of Narrative Practice (2007). Its usage may also date further back to French philosopher Michel Foucault (1977). South Korean computer scientist Kwangyun Wohn said he coined the term "culture technology" in 1994. Cultural technology has also been one of six technology initiatives of the South Korean government since 2001. In regards to cultural technology, the Korean Wave is considered one of the most successful outcomes of government support of exporting Korean entertainment products. === The Four Core Stages === The cultural technology system originally employed by SM Entertainment since the 1990s existed in four stages: Casting, Training, Producing, and Marketing/Managing. Each of these four stages were curated to help spread the Hallyu wave through the development of its artists, and are present in the strategies of many other South Korean talent agencies when creating, debuting, and marketing groups. ==== Casting ==== While the majority of K-pop idols are from South Korea, some are from Japan, China, or Thailand. Many of Korea's entertainment companies, such as SM's Global Auditions, Bighit's Hit It auditions, and YG's Next Generation, host worldwide auditions. Scouting and streetcasting are also common, with members like BTS's Jin recruited for their looks or other surface reasons. Sometimes, casting agents go to dance schools to recruit the top dancers to be trained further at the entertainment company. ==== Training ==== Idols train extensively before debut. They receive training in dance, vocal activities, presentation, and other areas that will benefit them in the industry. Oftentimes, this training will last for years at a time, and trainees are in the proverbial dungeon. Before debut, idols and groups attempt to gain fans through pre-debut activities. SM Entertainment has a system in place called SM Rookies, which is a pre-debut team that hosts concerts and releases videos that strengthen the fanbase of the group even before their first single is released. Other forms of pre-debut activities include featuring in other, more seasoned idols' videos—like Nu'est in Orange Caramel or Exo in Girls' Generation-TTS Twinkle or BTS in Jo Kwon. One particular method of pre-debut training is coupled with casting in production shows, like Sixteen and Produce 101, in which members for a final group are selected and trained. ==== Producing ==== The production of music is integral in culture technology. For cultural technology, production of music helps create differentiated content to set trends in the K-pop world—trends that vary from music to also costume, choreography, and music videos. SM in particular focuses heavily on the expansion globally. Some companies also outsource production to more internationally famed parties, like Cube Entertainment's partnership with Skrillex for 4minute's Act. 7. ==== Marketing/Managing ==== In the marketing and management stage, talent agencies seek to broaden their reach. Often, idols have potential for being actors and actresses in dramas, or perhaps hosts/permanent members of variety shows like Kim Hee-chul in Knowing Bros. This so-called omnidirectional marketing lineup ranges over lifestyle and seeks to reach many aspects of living, like music, TV, drama, entertainment, sports, and fashion. This is also where older groups find new life, like Super Junior. Companies are not complacent but experiment constantly to develop the best marketing for the best management system. Marketing also aspires to branch out to international audiences, sometimes via the implementation of variety shows. Despite being primarily in Korean, these variety shows are accessible to all due to the simplistic, easily understood nature of shows—game-oriented shows like Run BTS! or consistently subbed shows like Weekly Idol are popular in showing the fun-loving side of idols. == Evolution into New Culture Technology == In February 2016, SM hosted a press conference discussing the future of SM and its cultural technology. Lee Soo-man announced the implementation of New Culture Technology, an SM-specific system. While SM's cultural technology in the past relied on local, Korean artists like Rain and BoA, the updated model tries to embed more and more foreign singers from strategic markets into larger girl or boy bands. These imported singers are then used to promote their acts back in their respective home countries. New Culture Technology is five projects—SM Station, EDM, Digital Platforms, Rookies Entertainment, and MCN—and one experimental group, NCT. It is a convergence and expansion of SM's four core culture technologies developed and deals heavily with interaction and the desire to innovate through communication. === SM Station === SM announced their intention of creating a new song every week for 52 weeks. Through this constant output of music, they intend to stray away from conventional forms of music and show active movement in digital music market and physical album market through freely and continuously releasing music. Additionally, this SM Station will feature collaborations between artists, producers, composers, and company brands outside the SM label. The name of SM Station is both derived from the radio station and the metaphorical train station. === NCT === Neo Culture Technology (NCT) introduced the idea of "Interactive". SM company tried to connect the targeting market, customers and artist, in order to lead the K-pop culture. NCT (Neo Culture Technology) is the new artist group formed by SM that embodies the concepts of cultural technology. With the seemingly limitless combinations and groups, SM aspires to make the whole world a stage for NCT. Since 2023, there are six NCT groups, who debuted on the digital song sales: NCT U, NCT 127, NCT Dream, WayV, NCT DoJaeJung, and NCT Wish. As of October 2023, the group consists of 25 members: Johnny, Taeyong, Yuta, Kun, Doyoung, Ten, Jaehyun, Winwin, Jungwoo, Mark, Xiaojun, Hendery, Renjun, Jeno, Haechan, Jaemin, Yangyang, Chenle, Jisung, Sion, Riku, Yushi, Daeyoung, Ryo, and Sakuya. ScreaM Records ScreaM Records has been released by SM Entertainment as an EDM label since 2016 for "SM TOWN: New Culture Technology". ScreaM Records is made for "performances made to be enjoyed". It collaborates with inside and outside Korean well-known EDM DJs. ScreaM Records has first launched collaborated song "Wave" E-Mart's home electronics store, Electro Mart. "Our goal is to provide opportunities to producers who have yet to be discovered and produce world famous DJs from the Asian scene." a ScreaM Records representative said. == Three stages of globalization == According to Lee, there are three stages necessary to popularize Korean culture outside South Korea: exporting the product, collaborating with international companies to expand the product's presence abroad, and finally creating a joint venture with international companies. As part of their joint ventures with international companies, South Korean talent agencies may hire foreign composers, producers, and choreographers to ensure K-pop songs feel "local" to foreign countries.

Cloud robotics

Cloud robotics is a field of robotics that attempts to invoke cloud technologies such as cloud computing, cloud storage, and other Internet technologies centered on the benefits of converged infrastructure and shared services for robotics. When connected to the cloud, robots can benefit from the powerful computation, storage, and communication resources of a modern data center in the cloud, which can process and share information from various robots or agents (other machines, smart objects, humans, etc.). Humans can also delegate tasks to robots remotely through networks. Cloud computing technologies enable robot systems to be gain capability whilst reducing costs through cloud technologies. Thus, it is possible to build lightweight, low-cost, smarter robots with an intelligent "brain" in the cloud. The "brain" consists of data center, knowledge base, task planners, deep learning, information processing, environment models, communication support, etc. == Components == A cloud for robots potentially has at least six significant components: Building a "cloud brain" for robots, the main object of cloud robotics; Offering a global library of images, maps, and object data, often with geometry and mechanical properties, expert system, knowledge base (i.e. semantic web, data centres); Massively-parallel computation on demand for sample-based statistical modelling and motion planning, task planning, multi-robot collaboration, scheduling and coordination of system; Robot sharing of outcomes, trajectories, and dynamic control policies and robot learning support; Human sharing of open-source code, data, and designs for programming, experimentation, and hardware construction; On-demand human guidance and assistance for evaluation, learning, and error recovery; Augmented human–robot interaction through various ways (semantics knowledge base, Apple SIRI like service, etc.). == Applications == Autonomous mobile robots Google's self-driving cars are cloud robots. The cars use the network to access Google's enormous database of maps and satellite and environment model (like Streetview) and combines it with streaming data from GPS, cameras, and 3D sensors to monitor its own position within centimetres, and with past and current traffic patterns to avoid collisions. Each car can learn something about environments, roads, or driving, or conditions, and it sends the information to the Google cloud, where it can be used to improve the performance of other cars. Cloud medical robots a medical cloud (also called a healthcare cluster) consists of various services such as a disease archive, electronic medical records, a patient health management system, practice services, analytics services, clinic solutions, expert systems, etc. A robot can connect to the cloud to provide clinical service to patients, as well as deliver assistance to doctors (e.g. a co-surgery robot). Moreover, it also provides a collaboration service by sharing information between doctors and care givers about clinical treatment. Assistive robots A domestic robot can be employed for healthcare and life monitoring for elderly people. The system collects the health status of users and exchange information with cloud expert system or doctors to facilitate elderly peoples life, especially for those with chronic diseases. For example, the robots are able to provide support to prevent the elderly from falling down, emergency healthy support such as heart disease, blooding disease. Care givers of elderly people can also get notification when in emergency from the robot through network. Industrial robots As highlighted by the German government's Industry 4.0 Plan, "Industry is on the threshold of the fourth industrial revolution. Driven by the Internet, the real and virtual worlds are growing closer and closer together to form the Internet of Things. Industrial production of the future will be characterised by the strong individualisation of products under the conditions of highly flexible (large series) production, the extensive integration of customers and business partners in business and value-added processes, and the linking of production and high-quality services leading to so-called hybrid products." In manufacturing, such cloud based robot systems could learn to handle tasks such as threading wires or cables, or aligning gaskets from a professional knowledge base. A group of robots can share information for some collaborative tasks. Even more, a consumer is able to place customised product orders to manufacturing robots directly with online ordering systems. Another potential paradigm is shopping-delivery robot systems. Once an order is placed, a warehouse robot dispatches the item to an autonomous car or autonomous drone to deliver it to its recipient. == Research == RoboEarth was funded by the European Union's Seventh Framework Programme for research, technological development projects, specifically to explore the field of cloud robotics. The goal of RoboEarth is to allow robotic systems to benefit from the experience of other robots, paving the way for rapid advances in machine cognition and behaviour, and ultimately, for more subtle and sophisticated human-machine interaction. RoboEarth offers a Cloud Robotics infrastructure. RoboEarth's World-Wide-Web style database stores knowledge generated by humans – and robots – in a machine-readable format. Data stored in the RoboEarth knowledge base include software components, maps for navigation (e.g., object locations, world models), task knowledge (e.g., action recipes, manipulation strategies), and object recognition models (e.g., images, object models). The RoboEarth Cloud Engine includes support for mobile robots, autonomous vehicles, and drones, which require much computation for navigation. Rapyuta is an open source cloud robotics framework based on RoboEarth Engine developed by the robotics researcher at ETHZ. Within the framework, each robot connected to Rapyuta can have a secured computing environment (rectangular boxes) giving them the ability to move their heavy computation into the cloud. In addition, the computing environments are tightly interconnected with each other and have a high bandwidth connection to the RoboEarth knowledge repository. FogROS2 is an open-source extension to the Robot Operating System 2 (ROS 2) developed by researchers at UC Berkeley. It enables robots to offload computationally intensive tasks—such as SLAM, grasp planning, and motion planning—to cloud resources, thereby enhancing performance and reducing onboard computational requirements. FogROS2 automates the provisioning of cloud instances, deployment of ROS 2 nodes, and secure communication between robots and cloud services. The platform is designed to be compatible with existing ROS 2 applications without requiring code modifications. Further advancements include FogROS2-SGC, which facilitates secure global connectivity across different networks and locations, and FogROS2-FT, which introduces fault tolerance by replicating services across multiple cloud providers to ensure robustness against failures. KnowRob is an extensional project of RoboEarth. It is a knowledge processing system that combines knowledge representation and reasoning methods with techniques for acquiring knowledge and for grounding the knowledge in a physical system and can serve as a common semantic framework for integrating information from different sources. RoboBrain is a large-scale computational system that learns from publicly available Internet resources, computer simulations, and real-life robot trials. It accumulates everything robotics into a comprehensive and interconnected knowledge base. Applications include prototyping for robotics research, household robots, and self-driving cars. The goal is as direct as the project's name—to create a centralised, always-online brain for robots to tap into. The project is dominated by Stanford University and Cornell University. And the project is supported by the National Science Foundation, the Office of Naval Research, the Army Research Office, Google, Microsoft, Qualcomm, the Alfred P. Sloan Foundation and the National Robotics Initiative, whose goal is to advance robotics to help make the United States more competitive in the world economy. MyRobots is a service for connecting robots and intelligent devices to the Internet. It can be regarded as a social network for robots and smart objects (i.e. Facebook for robots). With socialising, collaborating and sharing, robots can benefit from those interactions too by sharing their sensor information giving insight on their perspective of their current state. COALAS is funded by the INTERREG IVA France (Channel) – England European cross-border co-operation programme. The project aims to develop new technologies for disabled people through social and technological innovation and through the users' social and psychological integrity. The objective is to produce a cognitive ambient

Optical recording

The history of optical recording can be divided into a few number of distinct major contributions. The pioneers of optical recording worked mostly independently, and their solutions to the many technical challenges have very distinctive features, such as reflective disc (Compaan and Kramer) transparent disc (Gregg) floppy disc (Russell) rigid disc (Compaan and Kramer) focused laser beam for read-out through transparent substrate (Compaan and Kramer). == Gregg 1958 == Laserdisc technology, using a transparent disc, was invented by David Paul Gregg in 1958 (and patented in 1970 and 1990). By 1969 Philips had developed a videodisc in reflective mode, which has great advantages over the transparent mode. MCA and Philips decided to join their efforts. They first publicly demonstrated the videodisc in 1972. Laserdisc was first available on the market, in Atlanta, on December 15, 1978, two years after the VHS VCR and four years before the CD, which is based on Laserdisc technology. Philips produced the players and MCA produced the discs. The Philips/MCA cooperation was not successful, and discontinued after a few years. Several of the scientists responsible for the early research (John Winslow, Richard Wilkinson and Ray Dakin) founded Optical Disc Corporation (now ODC Nimbus). == Russell 1965 == While working at Pacific Northwest National Laboratory, James Russell invented an optical storage system for digital audio and video, patenting the concept in 1970. The earliest patents by Russell, US 3,501,586, and 3,795,902 were filed in 1966, and 1969. respectively. He built prototypes, and the first was operating in 1973. Russell had found a way to record digital information onto a photosensitive plate in tiny dark spots, each spot one micrometre from centre to centre, with a laser that wrote the binary patterns. Russell's first optical disc was distinctly different from the eventual compact disc product: the disc in the player was not read by laser light. A key characteristic of Russell's invention is that a laser is not used for the reading the disc, instead the entire disc or oblong sheet to be read is illuminated by a large playback light source at the back of the transparent foil. As a result, the information density is relatively low. By 1985, Russell held over 25 patents to various technologies related to optical recording and playback. Russell's intellectual property was purchased by Optical Recording Corporation (ORC) in Toronto in 1985, and this firm notified a number of CD manufacturers that their CD technology was based on patents held by ORC. In 1987, ORC signed an agreement with Sony whereby Sony paid for licensing of the technology. Further licenses followed from Philips and others. Warner Communications did not sign, and was sued by ORC. In 1992, the large CD manufacturer, now called Time Warner, was ordered to pay ORC US$30 million in patent violations. In the 1970 patent, the spot diameter was around 10 micrometres. Thus, the areal information density was around a factor hundred less than that of the CD as later developed. Russell continued to refine the concept throughout the 1970s. Philips and Sony, however, were able to put far greater resources into the parallel development of the concept, arriving at a smaller and more sophisticated product in just a few years. Russell's various partners and ventures failed to produce a single consumer product. == Korpel 1968 == Adrianus Korpel worked for the Zenith Electronics Corporation, when he developed very early optical videodisc systems, including holographic storage. == Kramer and Compaan 1969 == The Philips development of the videodisc technology began in 1969 with efforts by Dutch physicists Klaas Compaan and Piet Kramer to record video images in holographic form on disc. Their prototype Laserdisc shown in 1972 used a laser beam in reflective mode to read a track of pits using an FM video signal. Together with MCA, Philips brought the optical videodisk to market in 1978. The cooperation between Philips and MCA did not last long, and discontinued after a few years. == Immink and Doi 1979 == The Compact Disc (CD), which is based on MCA/Philips Laserdisc technology, was developed by a taskforce of Sony and Philips in 1979–1980. Toshi Doi and Kees Schouhamer Immink created the digital technologies that turned the analog Laserdisc into a high-density low-cost digital audio disc. The CD, available on the market since October 1982, remains the standard physical medium for sale of commercial audio recordings Standard CDs have a diameter of 120 mm and can hold up to 80 minutes of audio (700 MB of data). The Mini CD has various diameters ranging from 60 to 80 mm; they are sometimes used for CD singles or device drivers, storing up to 24 minutes of audio. The technology was later adapted and expanded to include data storage CD-ROM, write-once audio and data storage CD-R, rewritable media CD-RW, Super Audio CD (SACD), Video Compact Discs (VCD), Super Video Compact Discs (SVCD), PhotoCD, PictureCD, CD-i, and Enhanced CD. CD-ROMs and CD-Rs remain widely used technologies in the computer industry. The CD and its extensions have been extremely successful: in 2004, worldwide sales of CD audio, CD-ROM, and CD-R reached about 30 billion discs. By 2007, 200 billion CDs had been sold worldwide.