Auswahl der wissenschaftlichen Literatur zum Thema „Garden in the Woods (Framingham, Mass.)“

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Juizo, Claudio Gumane Francisco, Marcio Pereira Da Rocha, Ana Clara Moreira Morais, Carolina Nogueira Xavier, Mônica Bezerra De Oliveira und José Reinaldo Moreira Da Silva. „THERMAL MODIFICATION OF EUCALYPTUS WOOD AND USE FOR FLOORS OF LOW TRAFFIC ENVIRONMENTS“. FLORESTA 51, Nr. 2 (16.03.2021): 457. http://dx.doi.org/10.5380/rf.v51i2.69860.

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The aim of this work was to evaluate the effect of thermal modification on surface hardness and depressions by applying loads to obtain floors for low traffic environments. Four clones were used from which logs were obtained and split into boards dried in time, and grouped for testing in their natural condition (NT) and thermally modified at 200 degrees Celsius for four hours (T) in a schedule with a heating of 1 degree per minute, on electric oven. Then in the samples from each clone were evaluated the mass loss, specific gravity, lignin and holocelluloses content, Janka hardness, fall ball impact depressions, distributed load depressions, and concentrated load depressions using track equipment which transfer a load of 890N to the woods at a speed of 0.06 ms-1. In the results verified high mass loss in the E. grandis x E. urophylla clone from controlled polination. The lignin contents showed increases and holocelluloses contents showed significant decreases after thermal modification. There was a reduction in Janka hardness in the woods with the exception of E. urophylla clone which presented lower depressions in the fall ball test after thermal modification. Verified increasing in depressions in the concentrated and distributed load tests, after thermal modification. And the E. urophylla clone presented lower depressions after 25 and 50 passes respectively, being the most recommended for obtaining floors for saunas, garden decks, swimming pools as it does not require high loading requirements.
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Oldfield, Sara. „Nursery Sources, Native Plants and Wild Flowers Compiled by New England Wild Flower Society, Inc., Garden in the Woods, Hemenway Road, Framingham, MA 01701, USA Price of $3·50 includes post in the US“. Oryx 19, Nr. 2 (April 1985): 124. http://dx.doi.org/10.1017/s0030605300019906.

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Kerasidou, Xaroula (Charalampia). „Regressive Augmentation: Investigating Ubicomp’s Romantic Promises“. M/C Journal 16, Nr. 6 (07.11.2013). http://dx.doi.org/10.5204/mcj.733.

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Machines that fit the human environment instead of forcing humans to enter theirs will make using a computer as refreshing as taking a walk in the woods. Mark Weiser on ubiquitous computing (21st Century Computer 104) In 2007, a forum entitled HCI 2020: Human Values in a Digital Age sought to address the questions: What will our world be like in 2020? Digital technologies will continue to proliferate, enabling ever more ways of changing how we live. But will such developments improve the quality of life, empower us, and make us feel safer, happier and more connected? Or will living with technology make it more tiresome, frustrating, angst-ridden, and security-driven? What will it mean to be human when everything we do is supported or augmented by technology? (Harper et al. 10) The forum came as a response to, what many call, post-PC technological developments; developments that seek to engulf our lives in digital technologies which in their various forms are meant to support and augment our everyday lives. One of these developments has been the project of ubiquitous computing along with its kin project, tangible computing. Ubiquitous computing (ubicomp) made its appearance in the late 1980s in the labs of Xerox’s Palo Alto Research Center (PARC) as the “third wave” in computing, following those of the mainframe and personal computing (Weiser, Open House 2). Mark Weiser, who coined the term, along with his collaborators at Xerox PARC, envisioned a “new technological paradigm” which would leave behind the traditional one-to-one relationship between human and computer, and spread computation “ubiquitously, but invisibly, throughout the environment” (Weiser, Gold and Brown 693). Since then, the field has grown and now counts several peer-reviewed journals, conferences, and academic and industrial research centres around the world, which have set out to study the new “post-PC computing” under names such as Pervasive Computing, Ambient Intelligence, Tangible Computing, The Internet of Things, etc. Instead of providing a comprehensive account of all the different ubicomp incarnations, this paper seeks to focus on the early projects and writings of some of ubicomp’s most prominent figures and tease out, as a way of critique, the origins of some of its romantic promises. From the outset, ubiquitous computing was heavily informed by a human-centred approach that sought to shift the focus from the personal computer back to its users. On the grounds that the PC has dominated the technological landscape at the expense of its human counterparts, ubiquitous computing promised a different human-machine interaction, with “machines that fit the human environment instead of forcing humans to enter theirs” (104, my italics) placing the two in opposite and antagonistic terrains. The problem comes about in the form of interaction between people and machines … So when the two have to meet, which side should dominate? In the past, it has been the machine that dominates. In the future, it should be the human. (Norman 140) Within these early ubicomp discourses, the computer came to embody a technological menace, the machine that threatened the liberal humanist value of being free and in control. For example, in 1999 in a book that was characterized as “the bible of ‘post-PC’ thinking” by Business Week, Donald Norman exclaimed: we have let ourselves to be trapped. … I don’t want to be controlled by a technology. I just want to get on with my life, … So down with PC’s; down with computers. All they do is complicate our lives. (72) And we read on the website of MIT’s first ubicomp project Oxygen: For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. Purporting to serve us, they have actually forced us to serve them. Ubiquitous computing then, in its early incarnations, was presented as the solution; the human-centred, somewhat natural approach, which would shift the emphasis away from the machine and bring control back to its legitimate owner, the liberal autonomous human subject, becoming the facilitator of our apparently threatened humanness. Its promise? An early promise of regressive augmentation, I would say, since it promised to augment our lives, not by changing them, but by returning us to a past, better world that the alienating PC has supposedly displaced, enabling us to “have more time to be more fully human” (Weiser and Brown). And it sought to achieve this through the key characteristic of invisibility, which was based on the paradox that while more and more computers will permeate our lives, they will effectively disappear. Ubicomp’s Early Romantic Promises The question of how we can make computers disappear has been addressed in computer research in various ways. One of the earliest and most prominent of these is the approach, which focuses on the physicality of the world seeking to build tangible interfaces. One of the main advocates of this approach is MIT’s Tangible Media Group, led by Professor Hiroshi Ishii. The group has been working on their vision, which they call “Tangible Bits,” for almost two decades now, and in 2009 they were awarded the “Lasting Impact Award” at the ACM Symposium on User Interface Software and Technology (UIST) for their metaDesk platform, presented in 1997 (fig.1), which explores the coupling of everyday physical objects with digital information (Ullmer and Ishii). Also, in 2004 in a special paper titled “Bottles: A Transparent Interface as a Tribute to Mark Weiser”, Ishii presented once again an early project he and his group developed in 1999, and for which they were personally commented by Weiser himself. According to Ishii, bottles (fig. 2)—a system which comprises three glass bottles “filled with music” each representing a different musical instrument, placed on a Plexiglas “stage” and controlled by their physical manipulation (moving, opening or closing them)—no less, “illustrates Mark Weiser’s vision of the transparent (or invisible) interface that weaves itself into the fabric of everyday life” (1299). Figure 1: metaDesk platform (MIT Tangible Media Group) Figure 2: musicBottles (MIT Tangible Media Group) Tangible computing was based on the premise that we inhabit two worlds: the physical world and cyberspace, or as Ishii and Ullmer put it, the world of atoms and the world of bits claiming that there is gap between these two worlds that left us “torn between these parallel but disjoint spaces” (1). This agreed with Weiser’s argument that cyberspace, and specifically the computer, has taken centre stage leaving the real world—the real people, the real interactions—in the background and neglected. Tangible computing then sought to address this problem by "bridging the gaps between both cyberspace and the physical environment" (1). As Ishii and Ullmer wrote in 1997: The aim of our research is to show concrete ways to move beyond the current dominant model of GUI [Graphic User Interface] bound to computers with a flat rectangular display, windows, a mouse, and a keyboard. To make computing truly ubiquitous and invisible, we seek to establish a new type of HCI that we call "Tangible User Interfaces" (TUIs). TUIs will augment the real physical world by coupling digital information to everyday physical objects and environments. (2) “Our intention is to take advantage of natural physical affordances to achieve a heightened legibility and seamlessness of interaction between people and information” (2). In his earlier work computer scientist Paul Dourish turned to phenomenology and the concept of embodiment in order to develop an understanding of interaction as embodied. This was prior to his recent work with cultural anthropologist Bell where they examined the motivating mythology of ubiquitous computing along with the messiness of its lived experience (Dourish and Bell). Dourish, in this earlier work observed that one of the common critical features early tangible and ubiquitous computing shared is that “they both attempt to exploit our natural familiarity with the everyday environment and our highly developed spatial and physical skills to specialize and control how computation can be used in concert with naturalistic activities” (Context-Aware Computing 232). They then sought to exploit this familiarity in order to build natural computational interfaces that fit seamlessly within our everyday, real world (Where the Action Is 17). This idea of an existing set of natural tactile skills appears to come hand-in-hand with a nostalgic, romantic view of an innocent, simple, and long gone world that the early projects of tangible and ubiquitous computing sought to revive; a world where the personal computer not only did not fit, an innocent world in fact displaced by the personal computer. In 1997, Ishii and Ullmer wrote about their decision to start their investigations about the “future of HCI” in the museum of the Collection of Historic Scientific Instruments at Harvard University in their efforts to get inspired by “the aesthetics and rich affordances of these historical scientific instruments” concerned that, “alas, much of this richness has been lost to the rapid flood of digital technologies” (1). Elsewhere Ishii explained that the origin of his idea to design a bottle interface began with the concept of a “weather forecast bottle;” an idea he intended to develop as a present for his mother. “Upon opening the weather bottle, she would be greeted by the sound of singing birds if the next day’s weather was forecasted to be clear” (1300). Here, we are introduced to a nice elderly lady who has opened thousands of bottles while cooking for her family in her kitchen. This senior lady; who is made to embody the symbolic alignment between woman, the domestic and nature (see Soper, Rose, Plumwood); “has never clicked a mouse, typed a URL, nor booted a computer in her life” (Ishii 1300). Instead, “my mother simply wanted to know the following day’s weather forecast. Why should this be so complicated?” (1300, my italics). Weiser also mobilised nostalgic sentiments in order to paint a picture of what it would be to live with ubiquitous computing. So, for example, when seeking a metaphor for ubiquitous computing, he proposed “childhood – playful, a building of foundations, constant learning, a bit mysterious and quickly forgotten by adults” (Not a Desktop 8). He viewed the ubicomp home as the ideal retreat to a state of childhood; playfully reaching out to the unknown, while being securely protected and safely “at home” (Open House). These early ideas of a direct experience of the world through our bodily senses along with the romantic view of a past, simple, and better world that the computer threatened and that future technological developments promised, could point towards what Leo Marx has described as America’s “pastoral ideal”, a force that, according to Marx, is ingrained in the American view of life. Balancing between primitivism and civilisation, nature and culture, the pastoral ideal “is an embodiment of what Lovejoy calls ‘semi-primitivism’; it is located in a middle ground somewhere ‘between’, yet in a transcendent relation to, the opposing forces of civilisation and nature” (Marx 23). It appears that the early advocates of tangible and ubiquitous computing sought to strike a similar balance to the American pastoral ideal; a precarious position that managed to reconcile the disfavour and fear of Europe’s “satanic mills” with an admiration for the technological power of the Industrial Revolution, the admiration for technological development with the bucolic ideal of an unspoiled and pure nature. But how was such a balance to be achieved? How could the ideal middle state be achieved balancing the opposing forces of technological development and the dream of the return to a serene pastoral existence? According to Leo Marx, for the European colonisers, the New World was to provide the answer to this exact question (101). The American landscape was to become the terrain where old and new, nature and technology harmonically meet to form a libertarian utopia. Technology was seen as “‘naturally arising’ from the landscape as another natural ‘means of happiness’ decreed by the Creator in his design of the continent. So, far from conceding that there might be anything alien or ‘artificial’ about mechanization, technology was seen as inherent in ‘nature’; both geographic and human” (160). Since then, according to Marx, the idea of the “return” to a new Golden Age has been engrained in the American culture and it appears that it informs ubiquitous computing’s own early visions. The idea of a “naturally arising” technology which would facilitate our return to the once lost garden of security and nostalgia appears to have become a common theme within ubiquitous computing discourses making appearances across time and borders. So, for example, while in 1991 Weiser envisioned that ubiquitous technologies will make “using a computer as refreshing as taking a walk in the woods” (21st Century Computer 11), twelve years later Marzano writing about Philip’s vision of Ambient Intelligence promised that “the living space of the future could look more like that of the past than that of today” (9). While the pastoral defined nature in terms of the geographical landscape, early ubiquitous computing appeared to define nature in terms of the objects, tools and technologies that surround us and our interactions with them. While pastoral America defined itself in contradistinction to the European industrial sites and the dirty, smoky and alienating cityscapes, within those early ubiquitous computing discourses the role of the alienating force was assigned to the personal computer. And whereas the personal computer with its “grey box” was early on rejected as the modern embodiment of the European satanic mills, computation was welcomed as a “naturally arising” technological solution which would infuse the objects which, “through the ages, … are most relevant to human life—chairs, tables and beds, for instance, … the objects we can’t do without” (Marzano 9). Or else, it would infuse the—newly constructed—natural landscape fulfilling the promise that when the “world of bits” and the “world of atoms” are finally bridged, the balance will be restored. But how did these two worlds come into existence? How did bits and atoms come to occupy different and separate ontological spheres? Far from being obvious or commonsensical, the idea of the separation between bits and atoms has a history that grounds it to specific times and places, and consequently makes those early ubiquitous and tangible computing discourses part of a bigger story that, as documented (Hayles) and argued (Agre), started some time ago. The view that we inhabit the two worlds of atoms and bits (Ishii and Ullmer) was endorsed by both early ubiquitous and tangible computing, it was based on the idea of the separation of computation from its material instantiation, presenting the former as a free floating entity able to infuse our world. As we saw earlier, tangible computing took the idea of this separation as an unquestionable fact, which then served as the basis for its research goals. As we read in the home page of the Tangible Media Group’s website: Where the sea of bits meets the land of atoms, we are now facing the challenge of reconciling our dual citizenship in the physical and digital worlds. "Tangible Bits" is our vision of Human Computer Interaction (HCI): we seek a seamless coupling of bits and atoms by giving physical form to digital information and computation (my italics). The idea that digital information does not have to have a physical form, but is given one in order to achieve a coupling of the two worlds, not only reinforces the view of digital information as an immaterial entity, but also places it in a privileged position against the material world. Under this light, those early ideas of augmentation or of “awakening” the physical world (Ishii and Ullmer 3) appear to be based on the idea of a passive material world that can be brought to life and become worthy and meaningful through computation, making ubiquitous computing part of a bigger and more familiar story. Restaging the dominant Cartesian dualism between the “ensouled” subject and the “soulless” material object, the latter is rendered passive, manipulable, and void of agency and, just like Ishii’s old bottles, it is performed as a mute, docile “empty vessel” ready to carry out any of its creator’s wishes; hold perfumes and beverages, play music, or tell the weather. At the same time, computation was presented as the force that could breathe life to a mundane and passive world; a free floating, somewhat natural, immaterial entity, like oxygen (hence the name of MIT’s first ubicomp project), like the air we breathe that could travel unobstructed through any medium, our everyday objects and our environment. But it is interesting to see that in those early ubicomp discourses computation’s power did not extend too far. While computation appeared to be foregrounded as a powerful, almost magic, entity able to give life and soul to a soulless material world, at the same time it was presented as controlled and muted. The computational power that would fill our lives, according to Weiser’s ubiquitous computing, would be invisible, it wouldn’t “intrude on our consciousness” (Weiser Not a Desktop 7), it would leave no traces and bring no radical changes. If anything, it would enable us to re-establish our humanness and return us to our past, natural state promising not to change us, or our lives, by introducing something new and unfamiliar, but to enable us to “remain serene and in control” (Weiser and Brown). In other words, ubiquitous computing, as this early story goes, would not be alienating, complex, obtrusive, or even noticeable, for that matter, and so, at the end of this paper, we come full circle to ubicomp’s early goals of invisibility with its underpinnings of the precarious pastoral ideal. This short paper focused on some of ubicomp’s early stories and projects and specifically on its promise to return us to a past and implicitly better world that the PC has arguably displaced. By reading these early promises of, what I call, regressive augmentation through Marx’s work on the “pastoral ideal,” this paper sought to tease out, in order to unsettle, the origins of some of ubicomp’s romantic promises. References Agre, P. E. Computation and Human Experience. New York: Cambridge University Press, 1997. Dourish, P. “Seeking a Foundation for Context-Aware Computing.” Human–Computer Interaction 16.2-4 (2001): 229-241. ———. Where the Action Is: The Foundations of Embodied Interaction. Cambridge: MIT Press, 2001. Dourish, P. and Genevieve Bell. Divining a Digital Future: Mess and Mythology in Ubiquitous Computing. Cambridge, Massachusetts: MIT Press, 2011.Grimes, A., and R. Harper. “Celebratory Technology: New Directions for Food Research in HCI.” In CHI’08, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 2008. 467-476. Harper, R., T. Rodden, Y. Rogers, and A. Sellen (eds.). Being Human: Human-Computer Interaction in the Year 2020. Microsoft Research, 2008. 1 Dec. 2013 ‹http://research.microsoft.com/en-us/um/Cambridge/projects/hci2020/downloads/BeingHuman_A3.pdf›. Hayles, K. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago: University of Chicago Press, 1999. Ishii, H. “Bottles: A Transparent Interface as a Tribute to Mark Weiser.” IEICE Transactions on Information and Systems 87.6 (2004): 1299-1311. Ishii, H., and B. Ullmer. “Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.” In CHI ’97, Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 1997. 234-241. Marx, L. The Machine in the Garden: Technology and the Pastoral Ideal in America. 35th ed. New York: Oxford University Press, 2000. Marzano, S. “Cultural Issues in Ambient Intelligence”. In E. Aarts and S. Marzano (eds.), The New Everyday: Views on Ambient Intelligence. Rotterdam: 010 Publishers, 2003. Norman, D. The Invisible Computer: Why Good Oroducts Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution. Cambridge, Mass.: MIT Press, 1999. Plumwood, V. Feminism and the Mastery of Nature. London, New York: Routledge, 1993. Rose, G. Feminism and Geography. Cambridge: Polity, 1993. Soper, K. “Naturalised Woman and Feminized Nature.” In L. Coupe (ed.), The Green Studies Reader: From Romanticism to Ecocriticism. London: Routledge, 2000. Ullmer, B., and H. Ishii. “The metaDESK: Models and Prototypes for Tangible User Interfaces.” In UIST '97, Proceedings of the 10th Annual ACM Symposium on User Interface Software and Technology. New York: ACM, 1997. 223-232. Weiser, M. “The Computer for the 21st Century." Scientific American 265.3 (1991): 94-104. ———. “The Open House.” ITP Review 2.0, 1996. 1 Dec. 2013 ‹http://makingfurnitureinteractive.files.wordpress.com/2007/09/wholehouse.pdf›. ———. “The World Is Not a Desktop." Interactions 1.1 (1994): 7-8. Weiser, M., and J.S. Brown. “The Coming Age of Calm Technology.” 1996. 1 Dec. 2013 ‹http://www.johnseelybrown.com/calmtech.pdf›. Weiser, M., R. Gold, and J.S. Brown. “The Origins of Ubiquitous Computing at PARC in the Late 80s.” Pervasive Computing 38 (1999): 693-696.
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Harley, Ross. „Light-Air-Portals: Visual Notes on Differential Mobility“. M/C Journal 12, Nr. 1 (27.02.2009). http://dx.doi.org/10.5204/mcj.132.

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0. IntroductionIf we follow the line of much literature surrounding airports and urban mobility, the emphasis often falls on the fact that these spaces are designed to handle the mega-scale and super-human pace of mass transit. Airports have rightly been associated with velocity, as zones of rapid movement managed by enormous processing systems that guide bodies and things in transit (Pascoe; Pearman; Koolhaas; Gordon; Fuller & Harley). Yet this emphasis tends to ignore the spectrum of tempos and flows that are at play in airport terminals — from stillness to the much exalted hyper-rapidity of mobilized publics in the go-go world of commercial aviation.In this photo essay I'd like to pull a different thread and ask whether it's possible to think of aeromobility in terms of “uneven, differential mobility” (Bissell 280). What would it mean to consider waiting and stillness as forms of bodily engagement operating over a number of different scales and temporalities of movement and anticipation, without privileging speed over stillness? Instead of thinking mobility and stillness as diametrically opposed, can we instead conceive of them as occupying a number of different spatio-temporal registers in a dynamic range of mobility? The following is a provisional "visual ethnography" constructed from photographs of air terminal light boxes I have taken over the last five years (in Amsterdam, London, Chicago, Frankfurt, and Miami). Arranged into a "taxonomy of differentiality", each of these images comes from a slightly different angle, mode or directionality. Each view of these still images displayed in billboard-scale light-emitting devices suggests that there are multiple dimensions of visuality and bodily experience at play in these image-objects. The airport is characterized by an abundance of what appears to be empty space. This may be due to the sheer scale of mass transport, but it also arises from a system of active and non-active zones located throughout contemporary terminals. This photo series emphasises the "emptiness" of these overlooked left-over spaces that result from demands of circulation and construction.1. We Move the WorldTo many travellers, airport gate lounges and their surrounding facilities are loaded with a variety of contradictory associations and affects. Their open warehouse banality and hard industrial sterility tune our bodies to the vast technical and commercial systems that are imbricated through almost every aspect of contemporary everyday life.Here at the departure gate the traveller's body comes to a moment's rest. They are granted a short respite from the anxious routines of check in, body scans, security, information processing, passport scanning, itineraries, boarding procedures and wayfaring the terminal. The landside processing system deposits them at this penultimate point before final propulsion into the invisible airways that pipe them into their destination. We hear the broadcasting of boarding times, check-in times, name's of people that break them away from stillness, forcing people to move, to re-arrange themselves, or to hurry up. Along the way the passenger encounters a variety of techno-spatial experiences that sit at odds with the overriding discourse of velocity, speed and efficiency that lie at the centre of our social understanding of air travel. The airline's phantasmagorical projections of itself as guarantor and enabler of mass mobilities coincides uncomfortably with the passenger's own wish-fulfilment of escape and freedom.In this we can agree with the designer Bruce Mau when he suggests that these projection systems, comprised of "openings of every sort — in schedules, in urban space, on clothes, in events, on objects, in sightlines — are all inscribed with the logic of the market” (Mau 7). The advertising slogans and images everywhere communicate the dual concept that the aviation industry can deliver the world to us on time while simultaneously porting us to any part of the world still willing to accept Diners, VISA or American Express. At each point along the way these openings exhort us to stop, to wait in line, to sit still or to be patient. The weird geographies depicted by the light boxes appear like interpenetrating holes in space and time. These travel portals are strangely still, and only activated by the impending promise of movement.Be still and relax. Your destination is on its way. 2. Attentive AttentionAlongside the panoramic widescreen windows that frame the choreography of the tarmac and flight paths outside, appear luminous advertising light boxes. Snapped tightly to grid and locked into strategic sightlines and thoroughfares, these wall pieces are filled with a rotating menu of contemporary airport haiku and ersatz Swiss graphic design.Mechanically conditioned air pumped out of massive tubes creates the atmosphere for a very particular amalgam of daylight, tungsten, and fluorescent light waves. Low-oxygen-emitting indoor plants are no match for the diesel-powered plant rooms that maintain the constant flow of air to every nook and cranny of this massive processing machine. As Rem Koolhaas puts it, "air conditioning has launched the endless building. If architecture separates buildings, air conditioning unites them" (Koolhaas). In Koolhaas's lingo, these are complex "junkspaces" unifying, colliding and coalescing a number of different circulatory systems, temporalities and mobilities.Gillian Fuller reminds us there is a lot of stopping and going and stopping in the global circulatory system typified by air-terminal-space.From the packing of clothes in fixed containers to strapping your belt – tight and low – stillness and all its requisite activities, technologies and behaviours are fundamental to the ‘flow’ architectures that organize the motion of the globalizing multitudes of today (Fuller, "Store" 63). It is precisely this functional stillness organised around the protocols of store and forward that typifies digital systems, the packet switching of network cultures and the junkspace of airports alike.In these zones of transparency where everything is on view, the illuminated windows so proudly brought to us by J C Decaux flash forward to some idealized moment in the future. In this anticipatory moment, the passenger's every fantasy of in-flight service is attended to. The ultimate in attentiveness (think dimmed lights, soft pillows and comfy blankets), this still image is captured from an improbable future suspended behind the plywood and steel seating available in the moment —more reminiscent of park benches in public parks than the silver-service imagined for the discerning traveller.3. We Know ChicagoSelf-motion is itself a demonstration against the earth-binding weight of gravity. If we climb or fly, our defiance is greater (Appleyard 180).The commercial universe of phones, cameras, computer network software, financial instruments, and an array of fancy new gadgets floating in the middle of semi-forgotten transit spaces constitutes a singular interconnected commercial organism. The immense singularity of these claims to knowledge and power loom solemnly before us asserting their rights in the Esperanto of "exclusive rollover minutes", "nationwide long distance", "no roaming charges" and insider local knowledge. The connective tissue that joins one part of the terminal to a commercial centre in downtown Chicago is peeled away, revealing techno-veins and tendrils reaching to the sky. It's a graphic view that offers none of the spectacular openness and flights of fancy associated with the transit lounges located on the departure piers and satellites. Along these circulatory ribbons we experience the still photography and the designer's arrangement of type to attract the eye and lure the body. The blobby diagonals of the telco's logo blend seamlessly with the skyscraper's ribbons of steel, structural exoskeleton and wireless telecommunication cloud.In this plastinated anatomy, the various layers of commercially available techno-space stretch out before the traveller. Here we have no access to the two-way vistas made possible by the gigantic transparent tube structures of the contemporary air terminal. Waiting within the less travelled zones of the circulatory system we find ourselves suspended within the animating system itself. In these arteries and capillaries the flow is spread out and comes close to a halt in the figure of the graphic logo. We know Chicago is connected to us.In the digital logic of packet switching and network effects, there is no reason to privilege the go over the stop, the moving over the waiting. These light box portals do not mirror our bodies, almost at a complete standstill now. Instead they echo the commercial product world that they seek to transfuse us into. What emerges is a new kind of relational aesthetics that speaks to the complex corporeal, temporal, and architectural dimensions of stillness and movement in transit zones: like "a game, whose forms, patterns and functions develop and evolve according to periods and social contexts” (Bourriaud 11). 4. Machine in the CaféIs there a possible line of investigation suggested by the fact that sound waves become visible on the fuselage of jet planes just before they break the sound barrier? Does this suggest that the various human senses are translatable one into the other at various intensities (McLuhan 180)?Here, the technological imaginary contrasts itself with the techno alfresco dining area enclosed safely behind plate glass. Inside the cafes and bars, the best businesses in the world roll out their biggest guns to demonstrate the power, speed and scale of their network coverage (Remmele). The glass windows and light boxes "have the power to arrest a crowd around a commodity, corralling them in chic bars overlooking the runway as they wait for their call, but also guiding them where to go next" (Fuller, "Welcome" 164). The big bulbous plane sits plump in its hangar — no sound barriers broken here. It reassures us that our vehicle is somewhere there in the network, resting at its STOP before its GO. Peeking through the glass wall and sharing a meal with us, this interpenetrative transparency simultaneously joins and separates two planar dimensions — machinic perfection on one hand, organic growth and death on the other (Rowe and Slutsky; Fuller, "Welcome").Bruce Mau is typical in suggesting that the commanding problem of the twentieth century was speed, represented by the infamous image of a US Navy Hornet fighter breaking the sound barrier in a puff of smoke and cloud. It has worked its way into every aspect of the design experience, manufacturing, computation and transport.But speed masks more than it reveals. The most pressing problem facing designers and citizens alike is growth — from the unsustainable logic of infinite growth in GDP to the relentless application of Moore's Law to the digital networks and devices that define contemporary society in the first world. The shift of emphasis from speed to growth as a time-based event with breaking points and moments of rupture has generated new possibilities. "Growth is nonlinear and unpredictable ... Few of us are ready to admit that growth is constantly shadowed by its constitutive opposite, that is equal partners with death” (Mau 497).If speed in part represents a flight from death (Virilio), growth invokes its biological necessity. In his classic study of the persistence of the pastoral imagination in technological America, The Machine in the Garden, Leo Marx charted the urge to idealize rural environments at the advent of an urban industrialised America. The very idea of "the flight from the city" can be understood as a response to the onslaught of technological society and it's deathly shadow. Against the murderous capacity of technological society stood the pastoral ideal, "incorporated in a powerful metaphor of contradiction — a way of ordering meaning and value that clarifies our situation today" (Marx 4). 5. Windows at 35,000 FeetIf waiting and stillness are active forms of bodily engagement, we need to consider the different layers of motion and anticipation embedded in the apprehension of these luminous black-box windows. In The Virtual Window, Anne Friedberg notes that the Old Norse derivation of the word window “emphasizes the etymological root of the eye, open to the wind. The window aperture provides ventilation for the eye” (103).The virtual windows we are considering here evoke notions of view and shelter, open air and sealed protection, both separation from and connection to the outside. These windows to nowhere allow two distinct visual/spatial dimensions to interface, immediately making the visual field more complex and fragmented. Always simultaneously operating on at least two distinct fields, windows-within-windows provide a specialized mode of spatial and temporal navigation. As Gyorgy Kepes suggested in the 1940s, the transparency of windows "implies more than an optical characteristic; it implies a broader spatial order. Transparency means a simultaneous perception of different spatial locations" (Kepes 77).The first windows in the world were openings in walls, without glass and designed to allow air and light to fill the architectural structure. Shutters were fitted to control air flow, moderate light and to enclose the space completely. It was not until the emergence of glass technologies (especially in Holland, home of plate glass for the display of commercial products) that shielding and protection also allowed for unhindered views (by way of transparent glass). This gives rise to the thesis that windows are part of a longstanding architectural/technological system that moderates the dual functions of transparency and separation. With windows, multi-dimensional planes and temporalities can exist in the same time and space — hence a singular point of experience is layered with many other dimensions. Transparency and luminosity "ceases to be that which is perfectly clear and becomes instead that which is clearly ambiguous" (Rowe and Slutsky 45). The light box air-portals necessitate a constant fluctuation and remediation that is at once multi-planar, transparent and "hard to read". They are informatic.From holes in the wall to power lunch at 35,000 feet, windows shape the manner in which light, information, sights, smells, temperature and so on are modulated in society. "By allowing the outside in and the inside out, [they] enable cosmos and construction to innocently, transparently, converge" (Fuller, "Welcome" 163). Laptop, phone, PDA and light box point to the differential mobilities within a matrix that traverses multiple modes of transparency and separation, rest and flight, stillness and speed.6. Can You Feel It?Increasingly the whole world has come to smell alike: gasoline, detergents, plumbing, and junk foods coalesce into the catholic smog of our age (Illich 47).In these forlorn corners of mobile consumption, the dynamic of circulation simultaneously slows and opens out. The surfaces of inscription implore us to see them at precisely the moment we feel unseen, unguided and off-camera. Can you see it, can you feel it, can you imagine the unimaginable, all available to us on demand? Expectation and anticipation give us something to look forward to, but we're not sure we want what's on offer.Air travel radicalizes the separation of the air traveller from ground at one instance and from the atmosphere at another. Air, light, temperature and smell are all screened out or technologically created by the terminal plant and infrastructure. The closer the traveller moves towards stillness, the greater the engagement with senses that may have been ignored by the primacy of the visual in so much of this circulatory space. Smell, hunger, tiredness, cold and hardness cannot be screened out.In this sense, the airplanes we board are terminal extensions, flying air-conditioned towers or groundscrapers jet-propelled into highways of the air. Floating above the horizon, immersed in a set of logistically ordained trajectories and pressurized bubbles, we look out the window and don't see much at all. Whatever we do see, it's probably on the screen in front of us which disconnects us from one space-time-velocity at the same time that it plugs us into another set of relations. As Koolhaas says, junkspace is "held together not by structure, but by skin, like a bubble" (Koolhaas). In these distended bubbles, the traveler momentarily occupies an uncommon transit space where stillness is privileged and velocity is minimized. The traveler's body itself is "engaged in and enacting a whole kaleidoscope of different everyday practices and forms" during the course of this less-harried navigation (Bissell 282).7. Elevator MusicsThe imaginary wheel of the kaleidoscope spins to reveal a waiting body-double occupying the projected territory of what appears to be a fashionable Miami. She's just beyond our reach, but beside her lies a portal to another dimension of the terminal's vascular system.Elevators and the networks of shafts and vents that house them, are to our buildings like veins and arteries to the body — conduits that permeate and structure the spaces of our lives while still remaining separate from the fixity of the happenings around them (Garfinkel 175). The terminal space contains a number of apparent cul-de-sacs and escape routes. Though there's no background music piped in here, another soundtrack can be heard. The Muzak corporation may douse the interior of the elevator with its own proprietary aural cologne, but at this juncture the soundscape is more "open". This functional shifting of sound from figure to ground encourages peripheral hearing, providing "an illusion of distended time", sonically separated from the continuous hum of "generators, ventilation systems and low-frequency electrical lighting" (Lanza 43).There is another dimension to this acoustic realm: “The mobile ecouteur contracts the flows of information that are supposed to keep bodies usefully and efficiently moving around ... and that turn them into functions of information flows — the speedy courier, the networking executive on a mobile phone, the scanning eyes of the consumer” (Munster 18).An elevator is a grave says an old inspector's maxim, and according to others, a mechanism to cross from one world to another. Even the quintessential near death experience with its movement down a long illuminated tunnel, Garfinkel reminds us, “is not unlike the sensation of movement we experience, or imagine, in a long swift elevator ride” (Garfinkel 191).8. States of SuspensionThe suspended figure on the screen occupies an impossible pose in an impossible space: half falling, half resting, an anti-angel for today's weary air traveller. But it's the same impossible space revealed by the airport and bundled up in the experience of flight. After all, the dimension this figures exists in — witness the amount of activity in his suspension — is almost like a black hole with the surrounding universe collapsing into it. The figure is crammed into the light box uncomfortably like passengers in the plane, and yet occupies a position that does not exist in the Cartesian universe.We return to the glossy language of advertising, its promise of the external world of places and products delivered to us by the image and the network of travel. (Remmele) Here we can go beyond Virilio's vanishing point, that radical reversibility where inside and outside coincide. Since everybody has already reached their destination, for Virilio it has become completely pointless to leave: "the inertia that undermines your corporeity also undermines the GLOBAL and the LOCAL; but also, just as much, the MOBILE and the IMMOBILE” (Virilio 123; emphasis in original).In this clinical corner of stainless steel, glass bricks and exit signs hangs an animated suspension that articulates the convergence of a multitude of differentials in one image. Fallen into the weirdest geometry in the world, it's as if the passenger exists in a non-place free of all traces. Flows and conglomerates follow one another, accumulating in the edges, awaiting their moment to be sent off on another trajectory, occupying so many spatio-temporal registers in a dynamic range of mobility.ReferencesAppleyard, Donald. "Motion, Sequence and the City." The Nature and Art of Motion. Ed. Gyorgy Kepes. New York: George Braziller, 1965. Adey, Peter. "If Mobility Is Everything Then It Is Nothing: Towards a Relational Politics of (Im)mobilities." Mobilities 1.1 (2006): 75–95. Bissell, David. “Animating Suspension: Waiting for Mobilities.” Mobilities 2.2 (2007): 277-298.Bourriaud, Nicolas. Relational Aesthetics. Trans. Simon Pleasance and Fronza Woods. Paris: Les Presses du Reel, 2002. Classen, Constance. “The Deodorized City: Battling Urban Stench in the Nineteenth Century.” Sense of the City: An Alternate Approach to Urbanism. Ed. Mirko Zardini. Baden: Lars Muller Publishers, 2005. 292-322. Friedberg, Anne. The Virtual Window: From Alberti to Microsoft. Cambridge: MIT P, 2006. Fuller, Gillian, and Ross Harley. Aviopolis: A Book about Airports. London: Black Dog Publishing, 2005. Fuller, Gillian. "Welcome to Windows: Motion Aesthetics at the Airport." Ed. Mark Salter. Politics at the Airport. Minnesota: U of Minnesota P, 2008. –––. "Store Forward: Architectures of a Future Tense". Ed. John Urry, Saolo Cwerner, Sven Kesselring. Air Time Spaces: Theory and Method in Aeromobilities Research. London: Routledge, 2008. 63-75.Garfinkel, Susan. “Elevator Stories: Vertical Imagination and the Spaces of Possibility.” Up Down Across: Elevators, Escalators, and Moving Sidewalks. Ed. Alisa Goetz. London: Merrell, 2003. 173-196. Gordon, Alastair. Naked Airport: A Cultural History of the World's Most Revolutionary Structure. New York: Metropolitan, 2004.Illich, Ivan. H2O and the Waters of Forgetfulness: Reflections on the Historicity of Stuff. Dallas: Dallas Institute of Humanities and Culture, 1985. Kepes, Gyorgy. Language of Vision. New York: Dover Publications, 1995 (1944). Koolhass, Rem. "Junkspace." Content. 6 Mar. 2009 ‹http://www.btgjapan.org/catalysts/rem.html›.Lanza, Joseph. "The Sound of Cottage Cheese (Why Background Music Is the Real World Beat!)." Performing Arts Journal 13.3 (Sep. 1991): 42-53. McLuhan, Marshall. “Is It Natural That One Medium Should Appropriate and Exploit Another.” McLuhan: Hot and Cool. Ed. Gerald Emanuel Stearn. Middlesex: Penguin, 1967. 172-182. Marx, Leo. The Machine in the Garden: Technology and the Pastoral Ideal in America. London: Oxford U P, 1964. Mau, Bruce. Life Style. Ed. Kyo Maclear with Bart Testa. London: Phaidon, 2000. Munster, Anna. Materializing New Media: Embodiment in Information Aesthetics. New England: Dartmouth, 2006. Pascoe, David. Airspaces. London: Reaktion, 2001. Pearman, Hugh. Airports: A Century of Architecture. New York: Abrams, 2004. Remmele, Mathias. “An Invitation to Fly: Poster Art in the Service of Civilian Air Travel.” Airworld: Design and Architecture for Air Travel. Ed. Alexander von Vegesack and Jochen Eisenbrand. Weil am Rhein: Vitra Design Museum, 2004. 230-262. Rowe, Colin, and Robert Slutsky. Transparency: Literal and Phenomenal. Perspecta 8 (1963): 45-54. Virilio, Paul. City of Panic. Trans. Julie Rose. Oxford: Berg, 2005.
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Goodall, Jane. „Looking Glass Worlds: The Queen and the Mirror“. M/C Journal 19, Nr. 4 (31.08.2016). http://dx.doi.org/10.5204/mcj.1141.

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As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure become fuzzy and soft. At this point, the hold of the dream dissolves and Alice, awakening on the other side of the mirror, realises she is shaking the kitten. Queens have long been associated with ideas of transformation. As Alice is duly advised when she first looks out across the chequered landscape of the looking glass world, the rules of chess decree that a pawn may become a queen if she makes it to the other side. The transformation of pawn to queen is in accord with the fairy tale convention of the unspoiled country girl who wins the heart of a prince and is crowned as his bride. This works in a dual register: on one level, it is a story of social elevation, from the lowest to the highest rank; on another, it is a magical transition, as some agent of fortune intervenes to alter the determinations of the social world. But fairy tales also present us with the antithesis and adversary of the fortune-blessed princess, in the figure of the tyrant queen who works magic to shape destiny to her own ends. The Queen and the mirror converge in the cultural imaginary, working transformations that disrupt the order of nature, invert socio-political hierarchies, and flout the laws of destiny. In “Snow White,” the powers of the wicked queen are mediated by the looking glass, which reflects and affirms her own image while also serving as a panopticon, keep the entire realm under surveillance, to pick up any signs of threat to her pre-eminence. All this turbulence in the order of things lets loose a chaotic phantasmagoria that is prime material for film and animation. Two major film versions of “Snow White” have been released in the past few years—Mirror Mirror (2012) and Snow White and the Huntsman (2012)—while Tim Burton’s animated 3D rendition of Alice in Wonderland was released in 2010. Alice through the Looking Glass (2016) and The Huntsman: Winter’s War, the 2016 prequel to Snow White and the Huntsman, continue the experiment with state-of-the-art-techniques in 3D animation and computer-generated imaging to push the visual boundaries of fantasy. Perhaps this escalating extravagance in the creation of fantasy worlds is another manifestation of the ancient lore and law of sorcery: that the magic of transformation always runs out of control, because it disrupts the all-encompassing design of an ordered world. This principle is expressed with poetic succinctness in Ursula Le Guin’s classic story A Wizard of Earthsea, when the Master Changer issues a warning to his most gifted student: But you must not change one thing, one pebble, one grain of sand, until you know what good and evil will follow on that act. The world is in balance, in Equilibrium. A wizard's power of Changing and Summoning can shake the balance of the world. It is dangerous, that power. (48)In Le Guin’s story, transformation is only dangerous if it involves material change; illusions of all kinds are ultimately harmless because they are impermanent.Illusions mediated by the mirror, however, blur the distinction Le Guin is making, for the mirror image supposedly reflects a real world. And it holds the seductive power of a projected narcissism. Seeing what we wish for is an experience that can hold us captive in a way that changes human nature, and so leads to dangerous acts with material consequences. The queen in the mirror becomes the wicked queen because she converts the world into her image, and in traditions of animation going back to Disney’s original Snow White (1937) the mirror is itself an animate being, with a spirit whose own determinations become paramount. Though there are exceptions in the annals of fairy story, powers of transformation are typically dark powers, turbulent and radically elicit. When they are mediated through the agency of the mirror, they are also the powers of narcissism and autocracy. Through a Glass DarklyIn her classic cultural history of the mirror, Sabine Melchior-Bonnet tracks a duality in the traditions of symbolism associated with it. This duality is already evident in Biblical allusions to the mirror, with references to the Bible itself as “the unstained mirror” (Proverbs 7.27) counterpointed by images of the mortal condition as one of seeing “through a glass darkly” (1 Corinthians 13.12).The first of these metaphoric conventions celebrates the crystalline purity of a reflecting surface that reveals the spiritual identity beneath the outward form of the human image. The church fathers drew on Plotinus to evoke “a whole metaphysics of light and reflection in which the visible world is the image of the invisible,” and taught that “humans become mirrors when they cleanse their souls (Melchior-Bonnet 109–10). Against such invocations of the mirror as an intermediary for the radiating presence of the divine in the mortal world, there arises an antithetical narrative, in which it is portrayed as distorting, stained, and clouded, and therefore an instrument of delusion. Narcissus becomes the prototype of the human subject led astray by the image itself, divorced from material reality. What was the mirror if not a trickster? Jean Delumeau poses this question in a preface to Melchior-Bonnet’s book (xi).Through the centuries, as Melchior-Bonnet’s study shows, these two strands are interwoven in the cultural imaginary, sometimes fused, and sometimes torn asunder. With Venetian advances in the techniques and technologies of mirror production in the late Renaissance, the mirror gained special status as a possession of pre-eminent beauty and craftsmanship, a means by which the rich and powerful could reflect back to themselves both the self-image they wanted to see, and the world in the background as a shimmering personal aura. This was an attempt to harness the numinous influence of the divinely radiant mirror in order to enhance the superiority of leading aristocrats. By the mid seventeenth century, the mirror had become an essential accessory to the royal presence. Queen Anne of Austria staged a Queen’s Ball in 1633, in a hall surrounded by mirrors and tapestries. The large, finely polished mirror panels required for this kind of display were made exclusively by craftsmen at Murano, in a process that, with its huge furnaces, its alternating phases of melting and solidifying, its mysterious applications of mercury and silver, seemed to belong to the transformational arts of alchemy. In 1664, Louis XIV began to steal unique craftsmen from Murano and bring them to France, to set up the Royal Glass and Mirror Company whose culminating achievement was the Hall of Mirrors at Versailles.The looking glass world of the palace was an arena in which courtiers and visitors engaged in the high-stakes challenge of self-fashioning. Costume, attitude, and manners were the passport to advancement. To cut a figure at court was to create an identity with national and sometimes international currency. It was through the art of self-fashioning that the many princesses of Europe, and many more young women of title and hereditary distinction, competed for the very few positions as consort to the heir of a royal house. A man might be born to be king, but a woman had to become a queen.So the girl who would be queen looks in the mirror to assess her chances. If her face is her fortune, what might she be? A deep relationship with the mirror may serve to enhance her beauty and enable her to realise her wish, but like all magical agents, the mirror also betrays anyone with the hubris to believe they are in control of it. In the Grimm’s story of “Snow White,” the Queen practises the ancient art of scrying, looking into a reflective surface to conjure images of things distant in time and place. But although the mirror affords her the seer’s visionary capacity to tell what will be, it does not give her the power to control the patterns of destiny. Driven to attempt such control, she must find other magic in order to work the changes she desires, and so she experiments with spells of self-transformation. Here the doubleness of the mirror plays out across every plane of human perception: visual, ethical, metaphysical, psychological. A dynamic of inherent contradiction betrays the figure who tries to engage the mirror as a servant. Disney’s original 1937 cartoon shows the vain Queen brewing an alchemical potion that changes her into the very opposite of all she has sought to become: an ugly, ill-dressed, and impoverished old woman. This is the figure who can win and betray trust from the unspoiled princess to whom the arts of self-fashioning are unknown. In Tarsem Singh’s film Mirror Mirror, the Queen actually has two mirrors. One is a large crystal egg that reflects back a phantasmagoria of palace scenes; the other, installed in a primitive hut on an island across the lake, is a simple looking glass that shows her as she really is. Snow White and the Huntsman portrays the mirror as a golden apparition, cloaked and faceless, that materialises from within the frame to stand before her. This is not her reflection, but with every encounter, she takes on more of its dark energies, until, in another kind of reversal, she becomes its image and agent in the wider world. As Ursula Le Guin’s sage teaches the young magician, magic has its secret economies. You pay for what you get, and the changes wrought will come back at you in ways you would never have foreseen. The practice of scrying inevitably leads the would-be clairvoyant into deeper levels of obscurity, until the whole world turns against the seer in a sequence of manifestations entirely contrary to his or her framework of expectation. Ultimately, the lesson of the mirror is that living in obscurity is a defining aspect of the human condition. Jorge Luis Borges, the blind writer whose work exhibits a life-long obsession with mirrors, surveys a range of interpretations and speculations surrounding the phrase “through a glass darkly,” and quotes this statement from Leon Bloy: “There is no human being on earth capable of declaring with certitude who he is. No one knows what he has come into this world to do . . . or what his real name is, his enduring Name in the register of Light” (212).The mirror will never really tell you who you are. Indeed, its effects may be quite the contrary, as Alice discovers when, within a couple of moves on the looking glass chessboard, she finds herself entering the wood of no names. Throughout her adventures she is repeatedly interrogated about who or what she is, and can give no satisfactory answer. The looking glass has turned her into an estranged creature, as bizarre a species as any of those she encounters in its landscapes.Furies“The furies are at home in the mirror,” wrote R. S. Thomas in his poem “Reflections” (265). They are the human image gone haywire, the frightening other of what we hope to see in our reflection. As the mirror is joined by technologies of the moving image in twentieth-century evolutions of the myth, the furies have been given a new lease of life on the cinema screen. In Disney’s 1937 cartoon of Snow White, the mirror itself has the face of a fury, which emerges from a pool of blackness like a death’s head before bringing the Queen’s own face into focus. As its vision comes into conflict with hers, threatening the dissolution of the world over which she presides, the mirror’s face erupts into fire.Computer-generated imaging enables an expansive response to the challenges of visualisation associated with the original furies of classical mythology. The Erinyes are unstable forms, arising from liquid (blood) to become semi-materialised in human guise, always ready to disintegrate again. They are the original undead, hovering between mortal embodiment and cadaverous decay. Tearing across the landscape as a flock of birds, a swarm of insects, or a mass of storm clouds, they gather into themselves tremendous energies of speed and motion. The 2012 film Snow White and the Huntsman, directed by Rupert Sanders, gives us the strongest contemporary realisation of the archaic fury. Queen Ravenna, played by Charlize Theron, is a virtuoso of the macabre, costumed in a range of metallic exoskeletons and a cloak of raven’s feathers, with a raised collar that forms two great black wings either side of her head. Powers of dematerialisation and rematerialisation are central to her repertoire. She undergoes spectacular metamorphosis into a mass of shrieking birds; from the walls around her she conjures phantom soldiers that splinter into shards of black crystal when struck by enemy swords. As she dies at the foot of the steps leading up to the great golden disc of her mirror, her face rapidly takes on the great age she has disguised by vampiric practices.Helena Bonham Carter as the Red Queen in Burton’s Alice in Wonderland is a figure midway between Disney’s fairy tale spectre and the fully cinematic register of Theron’s Ravenna. Bonham Carter’s Queen, with her accentuated head and pantomime mask of a face, retains the boundaries of form. She also presides over a court whose visual structures express the rigidities of a tyrannical regime. Thus she is no shape-shifter, but energies of the fury are expressed in her voice, which rings out across the presence chamber of the palace and reverberates throughout the kingdom with its calls for blood. Alice through the Looking Glass, James Bobin’s 2016 sequel, puts her at the centre of a vast destructive force field. Alice passes through the mirror to encounter the Lord of Time, whose eternal rule must be broken in order to break the power of the murdering Queen; Alice then opens a door and tumbles in free-fall out into nothingness. The place where she lands is a world not of daydream but of nightmare, where everything will soon be on fire, as the two sides in the chess game advance towards each other for the last battle. This inflation of the Red Queen’s macabre aura and impact is quite contrary to what Lewis Carroll had in mind for his own sequel. In some notes about the stage adaptation of the Alice stories, he makes a painstaking distinction between the characters of the queen in his two stories.I pictured to myself the Queen of Hearts as a sort of embodiment of ungovernable passion—a blind and aimless Fury. The Red Queen I pictured as a Fury, but of another type; her passion must be cold and calm—she must be formal and strict, yet not unkindly; pedantic to the 10th degree, the concentrated essence of governesses. (86)Yet there is clearly a temptation to erase this distinction in dramatisations of Alice’s adventures. Perhaps the Red Queen as a ‘not unkindly’ governess is too restrained a persona for the psychodynamic mythos surrounding the queen in the mirror. The image itself demands more than Carroll wants to accord, and the original Tenniel illustrations give a distinctly sinister look to the stern chess queen. In their very first encounter, the Red Queen contradicts every observation Alice makes, confounds the child’s sensory orientation by inverting the rules of time and motion, and assigns her the role of pawn in the game. Kafka or Orwell would not have been at all relaxed about an authority figure who practises mind control, language management, and identity reassignment. But here Carroll offers a brilliant modernisation of the fairy story tradition. Under the governance of the autocratic queen, wonderland and the looking glass world are places in which the laws of science, logic, and language are overturned, to be replaced by the rules of the queen’s games: cards and croquet in the wonderland, and chess in the looking glass world. Alice, as a well-schooled Victorian child, knows something of these games. She has enough common sense to be aware of how the laws of gravity and time and motion are supposed to work, and if she boasts of being able to believe six impossible things before breakfast, this signifies that she has enough logic to understand the limits of possibility. She would also have been taught about species and varieties and encouraged to make her own collections of natural forms. But the anarchy of the queen’s world extends into the domain of biology: species of all kinds can talk, bodies dissolve or change size, and transmutations occur instantaneously. Thus the world-warping energies of the Erinyes are re-imagined in an absurdist’s challenge to the scientist’s universe and the logician’s mentality.Carroll’s instinct to tame the furies is in accord with the overall tone and milieu of his stories, which are works of quirky charm rather than tales of terror, but his two queens are threatening enough to enable him to build the narrative to a dramatic climax. For film-makers and animators, though, it is the queen who provides the dramatic energy and presence. There is an over-riding temptation to let loose the pandemonium of the original Erinyes, exploiting their visual terror and their classical association with metamorphosis. FashioningThere is some sociological background to the coupling of the queen and the mirror in fairy story. In reality, the mirror might assist an aspiring princess to become queen by enchanting the prince who was heir to the throne, but what was the role of the looking glass once she was crowned? Historically, the self-imaging of the queen has intense and nervous resonances, and these can be traced back to Elizabeth I, whose elaborate persona was fraught with newly interpreted symbolism. Her portraits were her mirrors, and they reflect a figure in whom the qualities of radiance associated with divinity were transferred to the human monarch. Elizabeth developed the art of dressing herself in wearable light. If she lacked for a halo, she made up for it with the extravagant radiata of her ruffs and the wreaths of pearls around her head. Pearls in mediaeval poetry carried the mystique of a luminous microcosm, but they were also mirrors in themselves, each one a miniature reflecting globe. The Ditchely portrait of 1592 shows her standing as a colossus between heaven and earth, with the changing planetary light cycle as background. This is a queen who rules the world through the mediation of her own created image. It is an inevitable step from here to a corresponding intervention in the arrangement of the world at large, which involves the armies and armadas that form the backdrop to her other great portraits. And on the home front, a regime of terror focused on regular public decapitations and other grisly executions completes the strategy to remaking the world according to her will. Renowned costume designer Eiko Ishioka created an aesthetic for Mirror Mirror that combines elements of court fashion from the Elizabethan era and the French ancien régime, with allusions to Versailles. Formality and mannerism are the keynotes for the palace scenes. Julia Roberts as the Queen wears a succession of vast dresses that are in defiance of human scale and proportion. Their width at the hem is twice her height, and 100,000 Svarovski crystals were used for their embellishment. For the masked ball scene, she makes her entry as a scarlet peacock with a high arching ruff of pure white feathers. She amuses herself by arranging her courtiers as pieces on a chess-board. So stiffly attired they can barely move more than a square at a time, and with hats surmounted by precariously balanced ships, they are a mock armada from which the Queen may sink individual vessels on a whim, by ordering a fatal move. Snow White and the Huntsman takes a very different approach to extreme fashioning. Designer Colleen Atwood suggests the shape-shifter in the Queen’s costumes, incorporating materials evoking a range of species: reptile scales, fluorescent beetle wings from Thailand, and miniature bird skulls. There is an obvious homage here to the great fashion designer Alexander McQueen, whose hallmark was a fascination with the organic costuming of creatures in feathers, fur, wool, scales, shells, and fronds. Birds were everywhere in McQueen’s work. His 2006 show Widows of Culloden featured a range of headdresses that made the models look as if they had just walked through a flock of birds in full flight. The creatures were perched on their heads with outstretched wings askance across the models’ faces, obscuring their field of vision. As avatars from the spirit realm, birds are emblems of otherness, and associated with metempsychosis, the transmigration of souls. These resonances give a potent mythological aura to Theron’s Queen of the dark arts.Mirror Mirror and Snow White and the Huntsman accordingly present strikingly contrasted versions of self-fashioning. In Mirror Mirror we have an approach driven by traditions of aristocratic narcissism and courtly persona, in which form is both rigid and extreme. The Queen herself, far from being a shape-shifter, is a prisoner of the massive and rigid architecture that is her costume. Snow White and the Huntsman gives us a more profoundly magical interpretation, where form is radically unstable, infused with strange energies that may at any moment manifest themselves through violent transformation.Atwood was also costume designer for Burton’s Alice in Wonderland, where an invented framing story foregrounds the issue of fashioning as social control. Alice in this version is a young woman, being led by her mother to a garden party where a staged marriage proposal is to take place. Alice, as the social underling in the match, is simply expected to accept the honour. Instead, she escapes the scene and disappears down a rabbit hole to return to the wonderland of her childhood. In a nice comedic touch, her episodes of shrinking and growing involve an embarrassing separation from her clothes, so divesting her also of the demure image of the Victorian maiden. Atwood provides her with a range of fantasy party dresses that express the free spirit of a world that is her refuge from adult conformity.Alice gets to escape the straitjacket of social formation in Carroll’s original stories by overthrowing the queen’s game, and with it her micro-management of image and behaviour. There are other respects, though, in which Alice’s adventures are a form of social and moral fashioning. Her opening reprimand to the kitten includes some telling details about her own propensities. She once frightened a deaf old nurse by shouting suddenly in her ear, “Do let’s pretend that I’m a hungry hyaena and you’re a bone!” (147). Playing kings and queens is one of little Alice’s favourite games, and there is more than a touch of the Red Queen in the way she bosses and manages the kitten. It is easy to laud her impertinence in the face of the tyrannical characters she meets in her fantasies, but does she risk becoming just like them?As a story of moral self-fashioning, Alice through the Looking Glass cuts both ways. It is at once a critique of the Victorian social straitjacket, and a child’s fable about self-improvement. To be accorded the status of queen and with it the freedom of the board is also to be invested with responsibilities. If the human girl is the queen of species, how will she measure up? The published version of the story excludes an episode known to editors as “The Wasp in a Wig,” an encounter that takes place as Alice reaches the last ditch before the square upon which she will be crowned. She is about to jump the stream when she hears a sigh from woods behind her. Someone here is very unhappy, and she reasons with herself about whether there is any point in stopping to help. Once she has made the leap, there will be no going back, but she is reluctant to delay the move, as she is “very anxious to be a Queen” (309). The sigh comes from an aged creature in the shape of a wasp, who is sitting in the cold wind, grumbling to himself. Her kind enquiries are greeted with a succession of waspish retorts, but she persists and does not leave until she has cheered him up. The few minutes devoted “to making the poor old creature comfortable,” she tells herself, have been well spent.Read in isolation, the episode is trite and interferes with the momentum of the story. Carroll abandoned it on the advice of his illustrator John Tenniel, who wrote to say it didn’t interest him in the least (297). There is interest of another kind in Carroll’s instinct to arrest Alice’s momentum at that critical stage, with what amounts to a small morality tale, but Tenniel’s instinct was surely right. The mirror as a social object is surrounded by traditions of self-fashioning that are governed by various modes of conformity: moral, aesthetic, political. Traditions of myth and fantasy allow wider imaginative scope for the role of the mirror, and by association, for inventive speculation about human transformation in a world prone to extraordinary upheavals. ReferencesBorges, Jorge Luis. “Mirrors of Enigma.” Labyrinths: Selected Stories and Other Writings. Eds. Donald A. Yates and James Irby. New York: New Directions, 2007. 209–12. Carroll, Lewis. Alice through the Looking Glass. In The Annotated Alice. Ed. Martin Gardner. London: Penguin, 2000.The King James Bible.Le Guin, Ursula. The Earthsea Quartet. London: Penguin, 2012.Melchior-Bonnet, Sabine. The Mirror: A History. Trans. Katherine H. Jewett. London: Routledge, 2014.Thomas, R.S. “Reflections.” No Truce with the Furies, Collected Later Poems 1988–2000. Hexham, Northumberland: Bloodaxe, 2011.
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