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

    Ereignis

    Warnke, M., 2012, Lexikon der Raumphilosophie. Günzel, S. (ed.). Darmstadt: Wissenschaftliche Buchgesellschaft - WBG, p. 100-101 2 p.

    Research output: Contributions to collected editions/worksArticles for encyclopediaResearch

  2. Published

    Creative Network Communities in the Translocal Space of Digital Networks

    Smite, R., 05.2013, In: Human Technology. 9, 1, p. 4-21 18 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  3. Published

    Goebbels's Voice

    Hagen, W., 2013, In: Forum Modernes Theater. 28, 1, p. 69-79 11 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  4. Published

    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/worksContributions to collected editions/anthologiesResearchpeer-review

  5. Published

    WhatsApp und das prozessuale Interface: Zur Neugestaltung von Smartphone-Kollektiven.

    Denecke, M. & Otto, I., 2013, In: Sprache und Literatur. 44, 1, p. 14-29 16 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  6. Published

    Foul Play in Context: Cardsharps and Spoilsports

    Fuchs, M., 2013, Context Matters!: Exploring and Reframing Games and Play in Context. Mitgutsch, K., Huber, S., Rosenstingl, H., Wagner, M. & Wimmer, J. (eds.). Wien: New Academic Press, p. 76 - 88 13 p.

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

  7. Published

    Bewegte Spiele: Zur Verschiebung des Verhältnisses von Spiel und Alltagswelt durch mobile Games

    Schrape, N. & Fuchs, M., 2013, In: Sprache und Literatur. 44, 1, p. 69-83 15 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  8. Published
  9. Published

    Zukunft schreiben: Science Fiction und andere Zeitmaschinen

    Hickethier, K. & Spreen, D., 1999, Berlin: Ästhetik & Kommunikation e.V. 124 p. (Ästhetik & Kommunikation; vol. 104)

    Research output: Books and anthologiesSpecial Journal issueResearch

  10. Published

    Online-Verstrickungen: Immanenzen und Ambivalenzen

    Spreen, D. (Editor), 1997, 1 ed. Berlin: Ästhetik & Kommunikation e.V. 125 p. (Ästhetik & Kommunikation; vol. 26, no. 96)

    Research output: Books and anthologiesSpecial Journal issueResearch