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. Contributions to collected editions/anthologies › Research › Not peer-reviewed
  2. Published

    Das Blut, das Ich und sein Schatten: Zu den Emblemen einer zirkulären Serialität in Dexter

    Hagen, W., 03.2017, Bis auf Weiteres. Pinnwand und Serie. Engell, L., Maeder, D., Schröter, J. & Wentz, D. (eds.). Marburg: Schüren Verlag, p. 57-64 8 p. (Augen-Blick : Konstanzer Hefte zur Medienwissenschaft; vol. 68).

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

  3. Published

    Databases as citadels in the web 2.0

    Warnke, M., 2013, Unlike Us Reader: Social Media Monopolies and the Their Alternatives. Lovink, G. & Rasch, M. (eds.). Amsterdam: Institute of Network Cultures, p. 76-89 13 p. (INC Reader; no. 8).

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

  4. Published

    Finding the Boomers: Der Anti-U-Boot-Krieg und die Operationalisierung der Ozeane im Kalten Krieg

    Vehlken, S., 2018, Medien – Krieg – Raum. Nowak, L. (ed.). 1 ed. Paderborn: Wilhelm Fink Verlag, p. 357-376 20 p.

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

  5. Published

    Ghetto Blasts: Media Histories of Neighborhood Technologies between Segregation, Cooperation, and Craziness

    Vehlken, S., 15.04.2015, Neighborhood Technologies : Media and Mathematics of Dynamic Networks. Harks, T. & Vehlken, S. (eds.). Zürich: Diaphanes Verlag, p. 37-66 29 p.

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

  6. Published

    Lebenstreue Medien: Von immersierten Körpern zu digitalen Menschmodellen

    Kasprowicz, D., 01.2016, Die mediatisierte Gesellschaft: Leben und arbeiten mit immersiven Medien. Hochscherf, T. (ed.). Marburg: Schüren Verlag, p. 27-39 13 p. (Jahrbuch für immersive Medien; vol. 2015).

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

  7. Published

    Linie und Körper. Parametrisierte Entwurfsumgebungen in der Architektur

    Stöcklmayr, N., 12.2015, Planbilder: Medien der Architekturgestaltung. Hillnhütter, S. (ed.). Berlin: Walter de Gruyter GmbH, p. 7-14 8 p. (Bildwelten des Wissens; vol. 11).

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

  8. Published

    Neighborhood Techologies: An Introduction

    Vehlken, S. & Harks, T., 15.04.2015, Neighborhood Technologies: Media and Mathematics of Dynamic Networks. Vehlken, S. & Harks, T. (eds.). Zürich: Diaphanes Verlag, p. 9-16 8 p.

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

  9. Published

    Paranoia

    Apprich, C., 2017, Nach der Revolution: Ein Brevier digitaler Kulturen. Beyes, T., Metelmann, J. & Pias, C. (eds.). Berlin: Tempus Corporate GmbH, p. 78-86 9 p. (Duisburger Dialoge).

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

  10. 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

  11. Published

    Prestigeverlust: Medientechnik und Zauberkunst zwischen Mechanical Tricks und Electrical Wizardry

    Vehlken, S., 07.2016, Trick 17: Mediengeschichten zwischen Zauberkunst und Wissenschaft. Vehlken, S., Müller-Helle, K., Müggenburg, J. & Sprenger, F. (eds.). Lüneburg: meson press, p. 17-38 21 p.

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

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