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

    „Das Bild ist stärker als das Wort“: Selektions- und Darstellungskriterien von TV-Wissenschaftsjournalisten beim Thema „Molekulare Medizin“

    Milde, J. & Hölig, S., 2011, Molekulare Medizin und Medien: Zur Darstellung und Wirkung eines kontroversen Wissenschaftsthemas. Ruhrmann, G., Milde, J. & Zillich, A. F. (eds.). 1. ed. Wiesbaden: VS Verlag für Sozialwissenschaften, p. 67-93 27 p.

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

  2. Published

    Das Bild in der Schrift: Über ‚operative Bildlichkeit‘ und die Kreativität des Graphismus

    Krämer, S., 2018, Schrift im Bild: Rezeptionsästhetische Perspektiven auf Text-Bild-Relationen in den Künsten. Gibhardt, B. R. & Grave, J. (eds.). Hannover: Wehrhahn Verlag, p. 209-222 14 p. (Ästhetische Eigenzeiten; vol. 10).

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

  3. Published

    Das Augentierchen: Euglena gracilis KLEBS

    Berz, P., 2012, Zoologicon: Ein kulturhistorisches Wörterbuch der Tiere. Kassung, C., Mersmann, J. & Rader, O. B. (eds.). Paderborn: Wilhelm Fink Verlag, p. 26-32 7 p.

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

  4. Published

    Das Atom-Ei des Columbus: Kernkraft und Computersimulation im Zeitalter der Hypothetizität

    Vehlken, S., 2014, Trial and Error: Szenarien medialen Handelns. Wolfsteiner, A. & Rautzenberg, M. (eds.). Paderborn: Wilhelm Fink Verlag, p. 149-172 20 p.

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

  5. Published

    Dani Bunten Wants to Play: Eine biographische Notiz zur Genese des Computerspiels

    Schrape, N., 2015, Texturen: Spielen. Haensch, K. D., Düllo, T. & Kuka, D. (eds.). Berlin: UdK Verlag, Vol. 2. p. 221-230 10 p. (Texturen; vol. 2).

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

  6. Published

    Da Capo Al Segno

    Warnke, M. & Großmann, R., 2007, Lüneburg: Universität Lüneburg, 66 p.

    Research output: Working paperWorking papers

  7. Published

    Cyborgs und andere Techno-Körper: Ein Essay im Grenzbereich von Bios und Techne

    Spreen, D., 2000, 2. ed. Passau: Erster Deutscher Fantasy Club. 184 p. (Sekundärliterarische Reihe; vol. 27)

    Research output: Books and anthologiesMonographsResearchpeer-review

  8. Published

    Cyberspace Battleground: Kriegsvideos auf You Tube

    Virchow, F. & Thomas, T., 2010, Wahrheitsmaschinen: Der Einfluss technischer Innovationen auf die Darstellung und das Bild des Krieges in den Medien und Künsten. Glunz, C. & Schneider, T. F. (eds.). Göttingen: V&R unipress, p. 107-124 18 p. (Krieg und Literatur / War and Literature - International Yearbook on War and Anti-War Literature. Schriften des Erich Maria Remarque Archivs; vol. 15).

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

  9. Published

    Cyberspace

    Warnke, M., 2012, Lexikon der Raumphilosophie. Günzel, S. (ed.). Darmstadt: Wissenschaftliche Buchgesellschaft - WBG, p. 69 1 p.

    Research output: Contributions to collected editions/worksArticles for encyclopediaResearch

  10. Published

    Cyberprovincialism

    Fuchs, M., 2009, Coded Cultures : Exploring Creative Emergences. Russegger, G. & Tarasiewicz, M. (eds.). Wien, Yokomaha u.a.: 5uper.net, p. 58 1 p.

    Research output: Contributions to collected editions/worksArticle in conference proceedingsResearch