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 founder, web-developer, and author of CogNovo Network is Dr. Christopher B. Germann (PhD, MSc, BSc / Marie Curie Alumnus).
The CogNovo Network logo has a deeper semantic/hermeneutical interpretative meaning and symbolises “cognitive liberty” which is a condicio sine qua non for creativity, realisation of psychological potential, and brain development (i.e., neuro/synapto-plasticity,
N., Pam M.S., 'NEURAL INTEGRATION', in Psychology_Dictionary_org, April 7, 2013, (accessed June 13, 2019).
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
Show/hide publication abstract
Use the mouse to interact with the virtual object (i.e., to change the viewpoint/perspective on the mesh geometry interactively).
Source Code
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<script src="../build/three.js"></script> <script src='js/libs/dat.gui.min.js'></script> <script src="js/libs/stats.min.js"></script> <script src="js/WebGL.js"></script> <video id="video" style="display: none;" crossorigin="anonymous" loop="loop" muted="" width="300" height="150"> <source src="textures/kinect.webm" /> <source src="textures/kinect.mp4" /> </video> <script id="vs" type="x-shader/x-vertex"> uniform sampler2D map; uniform float width; uniform float height; uniform float nearClipping, farClipping; uniform float pointSize; uniform float zOffset; varying vec2 vUv; const float XtoZ = 1.11146; // tan( 1.0144686 / 2.0 ) * 2.0; const float YtoZ = 0.83359; // tan( 0.7898090 / 2.0 ) * 2.0; void main() { vUv = vec2( position.x / width, position.y / height ); vec4 color = texture2D( map, vUv ); float depth = ( color.r + color.g + color.b ) / 3.0; // Projection code by @kcmic float z = ( 1.0 - depth ) * (farClipping - nearClipping) + nearClipping; vec4 pos = vec4( ( position.x / width - 0.5 ) * z * XtoZ, ( position.y / height - 0.5 ) * z * YtoZ, - z + zOffset, 1.0); gl_PointSize = pointSize; gl_Position = projectionMatrix * modelViewMatrix * pos; } </script> <script id="fs" type="x-shader/x-fragment"> uniform sampler2D map; varying vec2 vUv; void main() { vec4 color = texture2D( map, vUv ); gl_FragColor = vec4( color.r, color.g, color.b, 0.2 ); } </script> <script> var container; var scene, camera, renderer; var geometry, mesh, material; var mouse, center; var stats; if ( WEBGL.isWebGLAvailable() ) { init(); animate(); } else { document.body.appendChild( WEBGL.getWebGLErrorMessage() ); } function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); var info = document.createElement( 'div' ); info.id = 'info'; info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - kinect'; document.body.appendChild( info ); stats = new Stats(); // container.appendChild( stats.dom ); camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.set( 0, 0, 500 ); scene = new THREE.Scene(); center = new THREE.Vector3(); center.z = - 1000; var video = document.getElementById( 'video' ); video.addEventListener( 'loadedmetadata', function () { var texture = new THREE.VideoTexture( video ); texture.minFilter = THREE.NearestFilter; var width = 640, height = 480; var nearClipping = 850, farClipping = 4000; geometry = new THREE.BufferGeometry(); var vertices = new Float32Array( width * height * 3 ); for ( var i = 0, j = 0, l = vertices.length; i < l; i += 3, j ++ ) { vertices[ i ] = j % width; vertices[ i + 1 ] = Math.floor( j / width ); } geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); material = new THREE.ShaderMaterial( { uniforms: { "map": { value: texture }, "width": { value: width }, "height": { value: height }, "nearClipping": { value: nearClipping }, "farClipping": { value: farClipping }, "pointSize": { value: 2 }, "zOffset": { value: 1000 } }, vertexShader: document.getElementById( 'vs' ).textContent, fragmentShader: document.getElementById( 'fs' ).textContent, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false, transparent: true } ); mesh = new THREE.Points( geometry, material ); scene.add( mesh ); var gui = new dat.GUI(); gui.add( material.uniforms.nearClipping, 'value', 1, 10000, 1.0 ).name( 'nearClipping' ); gui.add( material.uniforms.farClipping, 'value', 1, 10000, 1.0 ).name( 'farClipping' ); gui.add( material.uniforms.pointSize, 'value', 1, 10, 1.0 ).name( 'pointSize' ); gui.add( material.uniforms.zOffset, 'value', 0, 4000, 1.0 ).name( 'zOffset' ); gui.close(); }, false ); video.play(); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); mouse = new THREE.Vector3( 0, 0, 1 ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseMove( event ) { mouse.x = ( event.clientX - window.innerWidth / 2 ) * 8; mouse.y = ( event.clientY - window.innerHeight / 2 ) * 8; } function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { camera.position.x += ( mouse.x - camera.position.x ) * 0.05; camera.position.y += ( - mouse.y - camera.position.y ) * 0.05; camera.lookAt( center ); renderer.render( scene, camera ); } </script>Source URL: https://github.com/mrdoob/three.js/blob/master/examples/webgl_kinect.html |
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