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. 2014
  2. Published

    Reality Mining: Neue Mengen-Lehren in Social Simulations

    Vehlken, S., 01.11.2014, Soziale Medien - Neue Massen: Medienwissenschaftliche Symposien der DFG. Baxmann, I., Beyes, T. & Pias, C. (eds.). Zürich, Berlin: Diaphanes Verlag, p. 185-203 19 p.

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

  3. Published

    After Affects: Zealous Zombies, Panic Prevention, Crowd Simulation

    Vehlken, S., 01.10.2014, Timing of Affect: epistemologies, aesthetics, politics. Angerer, M.-L., Bösel, B. & Ott, M. (eds.). Berlin: Diaphanes Verlag, p. 303-320 18 p.

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

  4. Published
  5. Published

    Soziale Medien: Neue Massen

    Baxmann, I. (Editor), Beyes, T. (Editor) & Pias, C. (Editor), 01.09.2014, Zürich: Diaphanes Verlag. 368 p. (Medienwissenschaftliche Symposien der DFG)

    Research output: Books and anthologiesCollected editions and anthologiesResearch

  6. Published

    Gaia's Game

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

    Research output: Journal contributionsJournal articlesResearchpeer-review

  7. Published

    Plutonium Worlds: Fast Breeders, Systems Analysis and Computer Simulation in the Age of Hypotheticality

    Vehlken, S., 25.08.2014, In: Communication +1. 3, 1, 23 p., 7.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  8. 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

  9. Published

    Rethinking Gamification

    Fuchs, M. (Editor), Fizek, S. (Editor), Ruffino, P. (Editor) & Schrape, N. (Editor), 16.06.2014, Lüneburg: meson press. 344 p.

    Research output: Books and anthologiesCollected editions and anthologiesResearch

  10. Published
  11. Published

    Was ist digitale Musik? Einige Gedanken anlässlich der Linzer Ars Electronica 2013

    Großmann, R., 05.2014, In: Positionen. 99, p. 40-41 2 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review