Institute of Culture and Aesthetics of Digital Media

Organisational unit: Institute

Organisation profile

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.

Main research areas

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.

In the different core areas 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. 

The ICAM maintains close institutional contact and cooperates with the Leuphana, e.g., the Moving Image Lab of the Innovation Incubator, the Leuphana College, the Leuphana Arts Program and the Leuphana Graduate School. Furthermore, the ICAM is responsible for the Audio and Video Labs of the Computer and Media Center of Leuphana. 

  1. Published

    From Learning Machines to Learning Humans: How Cybernetic Machine Models Inspired Experimental Pedagogies

    Müggenburg, J. K., 02.01.2021, In: History of Education. 50, 1, p. 112-133 22 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  2. Published

    From Pity to Control: Regulated Humanitarianism in German Media Coverage of Refugees and Asylum

    Grittmann, E., 2018, The Routledge Companion to Media and Humanitarian Action. Andersen, R. & de Silva, P. L. (eds.). New York: Routledge Taylor & Francis Group, p. 90-101 12 p.

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

  3. Published

    From Social Data to Body Data to Psy Data: Tap, Tap, Tap

    Leistert, O., 2020, Affective Transformations : Politics-Algorithms-Media. Bösel, B. & Wiemer, S. (eds.). Lüneburg: meson press, p. 73-85 12 p.

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

  4. Published

    Funkologicalienatimepistomachinistics: Sensorisches Engineering und maschinische Heterochronizität bei Shuggie Otis

    Pelleter, M., 2018, Musikformulare und Presets: Musikkulturalisierung und Technik/Technologie. Ismaiel-Wendt, J. & Fabian, A. (eds.). Hildesheim: Georg Olms Verlag AG, p. 149-166 17 p.

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

  5. Published

    ›Futurhythmaschinen‹: Drum-Machines und die Zukünfte auditiver Kulturen

    Pelleter, M., 2020, Hildesheim: Georg Olms Verlag AG. 623 p. (MusikmachDinge. ((audio)) Ästhetische Strategien und Sound-Kulturen; vol. 3)

    Research output: Books and anthologiesMonographsResearch

  6. Published

    Gaia's Game

    Schrape, N., 09.2014, In: Communication +1. 3, 24 p., 5.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  7. Published

    Games und Gamification: Kulturhistorische, medienwissenschaftliche, politische und ästhetische Dimensionen

    Fuchs, M., 23.11.2020, Lüneburg. 318 p.

    Research output: Books and anthologiesPost-doctoral dissertations

  8. Published

    Gamification: Geheimwaffe oder Bullshit?

    Fuchs, M., 01.01.2017, In: form Design Magazine. 269, p. 57-60 4 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  9. Published

    Gamification and Governmentality

    Schrape, N., 23.06.2014, Rethinking Gamification. Mathias, F., Fizek, S., Ruffino, P. & Schrape, N. (eds.). Lüneburg: meson press, p. 21-46 26 p.

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

  10. Published

    Gamification - die Ausweitung der Spielzone

    Fuchs, M., 2013, In: DU - das Kulturmagazin. 839, 9, p. 82 - 87 6 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

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