DFG-Kolleg-Forschergruppe MECS (Medienkulturen der Computersimulation)

Organisational unit: Projectteam

Organisation profile

Computer simulations have revolutionised the sciences. Their impact left a mark in nearly every possible field of study – from microbiology, to climate research, and even astrophysics.

What new kinds of knowledge arise through computer simulations? How do they change our understanding of the sciences?

At the Institute of Advanced Study on Media Cultures of Computer Simulation (MECS), funded by the German Research Foundation (DFG), we set out to find answers to these broad questions. We seek to accomplish this in diverse ways: by analysing historical and contemporary case studies , by building an interdisciplinary network of international fellows , and by organising trans-disciplinary lectures, workshops, and conferences .

In an age of computer simulations, MECS is one of the few institutions worldwide specifically focused on understanding their wide-ranging impacts.

  1. Published

    Simulation wilder Spekulationen. Oder: Wie einmal Paul Baran mit einem falschen Modell das Internet erfand

    Warnke, M., 2014, Modelle und Modellierung. Balke, F., Siegert, B. & Vogl, J. (eds.). Paderborn: Wilhelm Fink Verlag, p. 23-32 10 p. (Archiv für Mediengeschichte; vol. 14).

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

  2. Published
  3. Published

    Ästhetik des Digitalen: Das Digitale und die Berechenbarkeit

    Warnke, M., 2014, In: Zeitschrift für Ästhetik und Allgemeine Kunstwissenschaft . 59, 2, p. 278-286 9 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  4. Published

    Virtuelle Realität, 3D und Simulation

    Warnke, M., 2014, Bild.: Ein interdisziplinäres Handbuch. Günzel, S. & Mersch, D. (eds.). Weimar: J.B. Metzler, p. 273-277 5 p.

    Research output: Contributions to collected editions/worksArticles for encyclopediaResearch

  5. Published

    Portal als Experimentalsystem

    Schrape, N., 2015, »The cake is a lie.«: Polyperspektivische Betrachtungen des Computerspiels am Beispiel von »Portal«. Neitzel, B., Nohr, R. & Hensel, T. (eds.). Münster: LIT Verlag, p. 157-177 21 p. (Medien'welten; vol. 26).

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

  6. 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

  7. Published

    Trick 17 zur Einführung

    Vehlken, S., Müggenburg, J. K., Sprenger, F. & Müller-Helle, K., 2016, Trick 17: Mediengeschichten zwischen Zauberkunst und Wissenschaft. Vehlken, S., Müller-Helle, K., Müggenburg, J. & Sprenger, F. (eds.). Lüneburg: meson press, p. 7-14 8 p.

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

  8. Published
  9. Published

    The uses of isospin in early nuclear and particle physics

    Borrelli, A., 11.2017, In: Studies in History and Philosophy of Science Part B - Studies in History and Philosophy of Modern Physics. 60, p. 81-94 14 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  10. Published

    Technik ǀ Intimität: Einleitung in den Schwerpunkt

    Andreas, M., Kasprowicz, D. & Rieger, S., 2016, In: Zeitschrift für Medienwissenschaft. 15, 2, p. 10-17 8 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

Previous 1...3 4 5 6 7 8 9 10 ...20 Next