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

    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

  2. E-pub ahead of print

    Between world models and model worlds: on generality, agency, and worlding in machine learning

    Mitrokhov, K., 07.10.2024, (E-pub ahead of print) In: AI and Society. 13 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  3. Published

    Between the Front Lines: Vocational Training Films, Machine Guns and the Great War

    Hoof, F., 09.2018, Cinema's Military Industrial Complex. Wasson, H. & Grieveson, L. (eds.). Berkeley: University of California Press, p. 177-191 15 p.

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

  4. Published

    Between symmetry and asymmetry: spontaneous symmetry breaking as narrative knowing

    Borrelli, A., 01.04.2021, In: Synthese. 198, 4, p. 3919-3948 30 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  5. Published

    Between Risk, Beauty and the Sublime: The Visualization of Climate Change in Media Coverage during COP 15 in Copenhagen 2009

    Grittmann, E., 03.2014, Image politics of climate change: visualizations, imaginations, documentations. Schneider, B. & Noske, T. (eds.). Bielefeld: transcript Verlag, p. 127-153 27 p. ( Image; vol. 55).

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

  6. Published

    Between Recognition and Abstraction: Early Vocational Training Films

    Hoof, F., 22.03.2018, The Image in Early Cinema: Form and Material. Curtis, S., Gunning, T., Gauthier, P. & Yumibe, J. (eds.). Indiana University Press, p. 111-119 9 p. (The Image in Early Cinema).

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

  7. Published

    Between Drudgery and "Promesse du bonheur": Games and Gamification

    Fuchs, M., 10.02.2017, New Perspectives on the Social Aspects of Digital Gaming : Multiplayer 2. Kowert, R. & Quandt, T. (eds.). 1 ed. London, New York: Routledge Taylor & Francis Group, p. 185-199 15 p. (Routledge advances in game studies).

    Research output: Contributions to collected editions/worksChapterpeer-review

  8. Published

    Betriebssysteme der Wissenschaft

    Warnke, M., 2012, In: Zeitschrift für Medienwissenschaft. 7, 2, p. 152-156 4 p.

    Research output: Journal contributionsJournal articlesResearch

  9. Published

    Bernd Schorb/Helga Theunert (Hrsg.):"Ein bisschen wählen dürfen..." Jugend - Politik - Fernsehen. - München, 2000

    Röser, J., 01.12.2002, In: Publizistik. 47, 4, p. 494-495 2 p.

    Research output: Journal contributionsCritical reviewsResearch

  10. Published

    Berechnetes Kino

    Warnke, M., 2004, Der Zeitpfeil im Digitalen: Synthese, Mimesis, Emergenz. Warnke, M. (ed.). Stuttgart: Stiftungs-Verbundkolleg Informationsgesellschaft, p. 16-26 11 p. (Stiftungsreihe).

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