CogNovo Network is a multinational and interdisciplinary web-project which synthesises knowledge from a variety of domains (for instance, cognitive neuroscience, psychology, creativity research, and computer science, inter alia). It is a research spin-off that emerged from the European Union funded Marie Curie Actions CogNovo program at the University of Plymouth (United Kingdom). The system administrator of CogNovo Network is Dr. Christopher B. Germann (PhD, MSc, BSc / Marie Curie Alumnus).
The CogNovo Network logo has a deeper semantic and hermeneutical interpretative meaning,. Its topology symbolises “decentralised cognitive liberty” which is a condicio sine qua non for creativity, unfoldment of psychological potential, and brain development (i.e., neuro/synapto-plasticity,
Cf. Sensory summation/binding and the formation of higher-order abstract cognitive concepts.,
This document provides a comprehensive primer on various network typologies and contains numerous code-snippets for their implementation in R (statistical open-source software).
See also: Lewin, K. (1936). Principles of topological psychology. New York: McGraw-Hill.
Full-text: archive.org/details/PrinciplesOfTopologicalPsychology/
A fully connected network thus possess a non-hierarchical structure without any “centralised authority” and it possess a high degree of reliability/robustness due to the large number of redundant pathways. Besides its generic biological pertinence, the idea of equal distribution without any centralisation has obvious far-reaching political and philosophical implications as it is a truly liberal and democratic topology which allows for an “open dialogue” independent of any “top-down regulation”.
The idea of interconnectivity is also pertinent for the conceptualisation of interdiscipinary research, c.f.: holism.ga
Furthermore, it is an important idea in the context of creativity research. In neuroscience the concept of “spreading neuronal activation” is crucial for information processing in the brain (e.g., associative processes related to semantics, concept formation, and cognitive schemata). In a fully connected mesh topology information can spread freely (without inhibition/depression) and therefore ‘co-activate’ other nodes in the network. This ‘free flow’ of information (ideas/memes) is crucial for creativity and cognitive innovation – specifically in social systems (cf. cybernetics & quasi-evolutionary algorithms).
Join the forum to discuss – freely: forum.cognovo.net
also visit a related project of mine: cognitive-liberty.online
, 8(12), 976–987.
Plain numerical DOI: 10.1038/nrn2277
DOI URL
directSciHub download
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Use the mouse to interact with the virtual objects.
Source Code
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import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { RGBELoader } from 'three/addons/loaders/RGBELoader.js'; import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; import Stats from 'three/addons/libs/stats.module.js'; let camera, scene, renderer, stats; let cube, sphere, torus, material; let cubeCamera, cubeRenderTarget; let controls; init(); function init() { renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setAnimationLoop( animation ); renderer.toneMapping = THREE.ACESFilmicToneMapping; document.body.appendChild( renderer.domElement ); window.addEventListener( 'resize', onWindowResized ); stats = new Stats(); document.body.appendChild( stats.dom ); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.z = 75; scene = new THREE.Scene(); scene.rotation.y = 0.5; // avoid flying objects occluding the sun new RGBELoader() .setPath( 'textures/equirectangular/' ) .load( 'quarry_01_1k.hdr', function ( texture ) { texture.mapping = THREE.EquirectangularReflectionMapping; scene.background = texture; scene.environment = texture; } ); // cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256 ); cubeRenderTarget.texture.type = THREE.HalfFloatType; cubeCamera = new THREE.CubeCamera( 1, 1000, cubeRenderTarget ); // material = new THREE.MeshStandardMaterial( { envMap: cubeRenderTarget.texture, roughness: 0.05, metalness: 1 } ); const gui = new GUI(); gui.add( material, 'roughness', 0, 1 ); gui.add( material, 'metalness', 0, 1 ); gui.add( renderer, 'toneMappingExposure', 0, 2 ).name( 'exposure' ); sphere = new THREE.Mesh( new THREE.IcosahedronGeometry( 15, 8 ), material ); scene.add( sphere ); const material2 = new THREE.MeshStandardMaterial( { roughness: 0.1, metalness: 0 } ); cube = new THREE.Mesh( new THREE.BoxGeometry( 15, 15, 15 ), material2 ); scene.add( cube ); torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 8, 3, 128, 16 ), material2 ); scene.add( torus ); // controls = new OrbitControls( camera, renderer.domElement ); controls.autoRotate = true; } function onWindowResized() { renderer.setSize( window.innerWidth, window.innerHeight ); camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); } function animation( msTime ) { const time = msTime / 1000; cube.position.x = Math.cos( time ) * 30; cube.position.y = Math.sin( time ) * 30; cube.position.z = Math.sin( time ) * 30; cube.rotation.x += 0.02; cube.rotation.y += 0.03; torus.position.x = Math.cos( time + 10 ) * 30; torus.position.y = Math.sin( time + 10 ) * 30; torus.position.z = Math.sin( time + 10 ) * 30; torus.rotation.x += 0.02; torus.rotation.y += 0.03; cubeCamera.update( renderer, scene ); controls.update(); renderer.render( scene, camera ); stats.update(); } |
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