Institute of Culture and Aesthetics of Digital Media

Organisational unit: Institute

Topics

The ICAM researches the conditions, effects and aesthetics of digital media in connection with processes of culturalization, the technologization of social and economic relations, and the generation and archiving of knowledge. Our studies reflect on how (digital) media always also contribute to shaping the signs and objects they store, transmit or process in a specific way. At the same time, we are interested in how certain cultural techniques contribute to shaping the usage and areas of application of digital media.

Researchers at the ICAM explore the cultural and technological history of digital media—from cybernetics and the beginnings of the computer all the way to present-day network technologies, from textual and acoustic to visual forms of media representation, and from the classics to current concepts of media theory formation.

  1. Published

    Computer als Klangmedium

    Großmann, R. & Pelleter, M., 2014, Handbuch Medienwissenschaft. Schröter, J. (ed.). 1 ed. Stuttgart: J.B. Metzler, p. 328-333 6 p.

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

  2. Published

    Computer als Medium

    Warnke, M., 1993, In: Zeitschrift für Semiotik. 15, 3-4, p. 448-449 2 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  3. Published

    Computer als Medium (Hyperkult V)

    Warnke, M., 1995, In: Zeitschrift für Semiotik. 17, 3-4, p. 474-475 2 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  4. Published

    Computer als Medium (Hyperkult VI)

    Großmann, R., 1997, In: Zeitschrift für Semiotik. 19, 4, p. 499-500 2 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  5. Published

    Computer Game Worlds

    Pias, C., 2017, Zürich: Diaphanes Verlag. 355 p. (sequenzia)

    Research output: Books and anthologiesMonographsResearchpeer-review

  6. Published

    Computer-Kriegs-Spiele oder: eine Kultur der Gewalt

    Warnke, M., 2009, Bilderschlachten: 2000 Jahre Nachrichten aus dem Krieg. Technik – Medien – Kunst [die Ausstellung Bilderschlachten ; Osnabrück, Museum Industriekultur, Kunsthalle Dominikanerkirche und Erich-Maria-Remarque-Friedenszentrum, 22. April bis 4. Oktober 2009] . Nöring, H., Schneider, T. F. & Spilker, R. (eds.). Göttingen: Vandenhoeck and Ruprecht GmbH and Co. KG, p. 380-389 10 p.

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearch

  7. Published

    Computerscreen und Tafelbild

    Warnke, M., 2016, Let's mix (all media) together & Hans Dieter Huber . Paflik-Huber, H. (ed.). Ostfildern: Hatje Cantz Verlag, p. 293-298 6 p.

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

  8. Published

    Computersimulation

    Vehlken, S., Schrickel, I. & Pias, C., 2015, Futurologien: Ein Glossar des Zukunftswissens. Bühler, B. & Willer, S. (eds.). 1 ed. München: Wilhelm Fink Verlag, p. 181-192 12 p. (TRAJEKTE - Eine Reihe des Zentrums für Literatur- und Kulturforschung Berlin).

    Research output: Contributions to collected editions/worksArticles for encyclopediaResearch

  9. Published

    Computer Simulations Then and Now: an Introduction and Historical Reassessment

    Borrelli, A. & Wellmann, J., 01.12.2019, In: NTM International Journal of History and Ethics of Natural Sciences, Technology and Medicine. 27, 4, p. 407-417 11 p.

    Research output: Journal contributionsOther (editorial matter etc.)Research

  10. Published

    Computerspiele

    Hickethier, K. (ed.), Neitzel, B. (ed.) & Spreen, D. (ed.), 2001, Berlin: Ästhetik & Kommunikation e.V. 126 p. (Ästhetik & Kommunikation; vol. 32, no. 115)

    Research output: Books and anthologiesCollected editions and anthologiesResearch

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