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.
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Listen, Zeit und Atmosphären. Die Kommentarlisten der japanischen Videoplattform Nico Nico Douga
Bachmann, G., 2013, Quoten, Kurven und Profile : Zur Vermessung der sozialen Welt. Passoth, J.-H. & Wehner, J. (eds.). Wiesbaden: Gabler Verlag, p. 115-143 29 p. (Medien - Kultur - Kommunikation).Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research › peer-review
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Literatur und Wissenschaft: Unterscheidung/Vermittlung/Verortung/Übersetzung; Vorlesung an der Universität Timişoara im Sommersemester 2008 und Wintersemester 2008/09
Schnödl, G., 2008, Timişoara: Editura Universitatii de Vest (=Universitätsverlag der West-Universität Timisoara. 141 p.Research output: Books and anthologies › Monographs › Research
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Lively Artifacts
Müggenburg, J., 27.08.2013Research output: other publications › Articles in scientific forums or blogs › Research › peer-review
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Liveness Formats: A Historical Perspective on Live Sports Broadcasting
Hoof, F., 2020, Format Matters: Standards, Practices, and Politics in Media Culture. Jankovic, M., Volmer, A. & Schneider, A. (eds.). Lüneburg: meson press, p. 81-103 23 p.Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research › peer-review
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Logic as a Medium
Warnke, M., 2010, Logic and Structure of the Computer Game. Günzel, S., Liebe, M. & Mersch, D. (eds.). Universitätsverlag Potsdam, p. 64-74 11 p. (DIGAREC Series; vol. 04).Research output: Contributions to collected editions/works › Article in conference proceedings › Research › peer-review
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Lost in Translation: Leistungsfähigkeit, Einsatz und Grenzen von Emulatoren bei der Langzeitbewahrung digitaler multimedialer Objekte am Beispiel von Computerspielen
Loebel, J.-M., 01.09.2014, vwh-Verlag Werner Hülsbusch. 188 p.Research output: Books and anthologies › Monographs › Research
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Ludic Interfaces
Fuchs, M., Russegger, G. & Mañas Carbonell, M., 2013, Exploring Videogames: Culture, Design and Identity . Webber, N. & Riha, D. (eds.). Oxford: Inter-Disciplinary Press, p. 31 - 40 10 p.Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research › peer-review
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Lutz Hieber / Dominik Schrage (Hg.): Technische Reproduzierbarkeit. Zur Kultursoziologie massenmedialer Vervielfältigung, Bielefeld 2007: transcript
Spreen, D., 2008, In: Sociologia Internationalis. 46, 1, p. 124-127 4 p.Research output: Journal contributions › Critical reviews › Research
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Macht der Medienbilder oder Medienbilder der Macht?
Röser, J., 2002, In: Wissenschaft und Frieden. 20, 2, p. 34-43 10 p.Research output: Journal contributions › Journal articles › Research
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Macht und Ohnmacht in Medienkulturen: Aktuelle Verschiebungen und Herausforderungen
Thomas, T. & Grittmann, E., 2014, In: Medien + Erziehung. 58, 1, p. 20-27 8 p.Research output: Journal contributions › Journal articles › Research › peer-review