Economic noise, or simply noise, describes a theory of pricing developed by Fischer Black. Black describes noise as the opposite of information: hype, inaccurate ideas, and inaccurate data. His theory states that noise is everywhere in the economy and we can rarely tell the difference between it and information.
Noise has two broad implications.
People trade speculatively because they disagree about the future, making different predictions about the fate of companies and commodity prices, among other economic variables. These disagreements stem from the fact that everyone interprets information or data differently and subjectively. But because of the complex nature of the world's markets, not all market data is "information." Much of the daily price fluctuation is due to random change rather than meaningful trends, creating the problem of discerning real information from noise. This problem is what drives trading in a market; if everyone knew all things, then no speculative trades would occur because it is a zero-sum gain. In real life, however, trades occur as a kind of bet on what is noise and what is information; generally the more skillful, and technologically advanced, "gambler" wins.
Acoustic noise is any sound in the acoustic domain, either deliberate (music, speech, etc.) or unintended. It is important to recognise that the term "noise" is also used to refer to other, non-audible forms, especially in electronics and in the radio/radar spectrum.
Environmental noise is the comprehensive study of acoustic phenomena in the human environment which involve unwanted sound. The principal sources of environmental noise are surface motor vehicles, aircraft, trains and industrial sources. These noise sources expose millions of people to noise pollution that creates not only annoyance, but also significant health consequences such as elevated incidence of hearing loss and cardiovascular disease. There are a variety of mitigation strategies and controls available to reduce sound levels including source intensity reduction, land use planning strategies, noise barriers and sound baffles, time of day use regimens, vehicle operational controls and architectural acoustics design measures.
Noise Inc. (株式会社ノイズ) is a video game development company that works in partnership with Nintendo, developing games for the Custom Robo series.
Noise was founded with a staff of 10 people on September 2, 1996 for the original purpose of developing games for PCs. A short time after, Noise became a part of Marigul Management, a company created by Nintendo and the Japanese telecommunications company Recruit for the purpose of enlisting smaller developers to make original games for the Nintendo 64.
The company’s first commercially published game, Custom Robo for the Nintendo 64, was released in Japan on December 9, 1999 and became a commercial success in Japan, prompting Nintendo to formally enter a publishing agreement with Noise. In 2006, Custom Robo was released in China for the iQue Player, making it the only Custom Robo title ever to be released there.
Their second released title was Custom Robo V2, which was released on November 10, 2000 and was also met with commercial success in Japan. They also released their first portable video game for the Game Boy Advance, Custom Robo GX, on July 26, 2002.
Inside spotlight fire is burning in my eyes
In 2025 there'll be fantasy costumes for your psyche
We had a deal we had a sign we had a deal that was broken
I'm not fooling around fooling around over hills under ground break it open
Scratch your name into the fabric of this world before you go
The skin will tear under the pressure make it deep so it always shows
In a trance petrified to dance you wait in the wings for your curtain call
On your marks come on get set go people defend your sovereignty
We had a deal you were divine we had a feel that was smoking
I'm not fooling around mister merry go round or convulse on the floor like a rabid
Scratch your name as true as love is insane
Scratch your name into the fabric of this world before you go