Se o texto é assim, por que as suas ilustrações são em geral tão literais? A proposta da pesquisa Alicinações foi a de ilustrar novamente as duas Alices, buscando uma nova relação entre texto e imagem, na busca de uma aproximação de Alice e suas complexidades. A pesquisa desenvolveu-se em duas etapas: das peças aos jogos. Os personagens das duas obras foram construídos através de montagens com objetos diversos, segundo seus atributos lógicos, nomes, significados incorporados pelo uso e características formais.
Na segunda etapa os personagens criados foram então fotografados e digitalizados, e os jogos foram desenvolvidos através de computação gráfica. Buscou-se dialogar através de imagens, com a lógica e o sentido do texto, abrindo assim o leque de referências e possíveis leituras para os diálogos, personagens, situações e espaços imaginários propostos nas duas obras. As ilustrações foram elaboradas através de colagens a partir das fotografias dos personagens, entre outras tantas possibilidades. Também foram utilizadas as ilustrações originais de Tenniel, segundo novas relações de intertextualidade. Como um jogo multifacetado de espelhos, refletindo diferentes possibilidades de leitura da obra segundo diferentes contextos históricos e culturais.
Jogos de linguagem, paradoxos lógico - semânticos, enigmas, múltiplos significados. Como num grande jogo, o objetivo é desnudar relações imprevistas, desvendar lógicas implícitas, repropor enigmas e paradoxos.
Esse trabalho foi realizado entre 1996 e 1999.
Em 1997 recebeu bolsa de Iniciação Científica na Faculdade de Comunicação da Universidade de Brasília com orientação do professor Wagner Rizzo.
Em 1998 foi apresentado em Oxford no centenário da morte de Lewis Carroll, evento promovido
pela Lewis Carroll Society.
Em 1999 se desdobrou no meu projeto de conclusão de curso, também com orientação de Wagner Rizzo.
ALICINATIONS, 1998
Alice, understood as the chaos-cosmos amalgamation of both Alice books, “Alice in Wonderland” and “Through the Looking - Glass” and what Alice found there, is still an amazing enigma; paradox, nonsense, game, labyrinth of dreams.
Wonderland and the other side of the looking glass are not geographical spaces with a linear and continuous topography but a sequence of puzzles, game boards, mirrors and labyrinths. The universe expands, contracts and gets inverted while Alice loses and looks for her identity. All of this with the gloomy threat of losing her head. Meanwhile, she moves throughout the sliperry terrain of language which falls apart revealing its own logic and semantic traps.
If the texts are so complex, why should most of their illustrations be so literal? Bearing this question in mind, the purpose of this research is to reillustrate both Alices, operating within a new relation between text and image, in search for a dialog between Alice and her complexities.
These are illustrations wich contain a personal, investigative, and open approach to the logical ans symbolic aspects of Alice’s books. An uncompromising approach to the physical aspects of the characters or to the situations of the narrative. For a more direct relation between the events of the story and their illustrations, there is, indeed, quite an extensive catalogue of choices for one to revel upon.
Here we start from a process of discovery, image and expressive materials research. In addition, a theoretical and iconographic investigation is conducted in order to get closer to the texts, open doors, and persue through rooms and secret passages in the immense labyrinth that Alice is.
The research was cunducted in two main levels: peaces and games. the creation of the peaces dealt with the physical construction of the characters of both Alices using a plethora of everyday objects and toys according to their logical attributes, their names and their meanings, both in its usage and its formal characteristic dimensions. After their construction, the characters were photographed and digitalized.
The games worked upon the events and scenes of the text using the digitalized images of the previous phase. Thus, it was recriated through digital manipulation of the images the logic and meaning of the text, allowing a fanning of possible readings and references for the dialogs, characters, situations and imaginary spaces proposed by Carroll in both Alices. The illustrations were developed in Photoshop as collages utilizing the pictures of the characters, other objects and a repertoire of images referring to the biographic context, among other possibilities. In addition, the original illustrations by Tenniel were also worked upon, following new relations of intertextuality - like a multifaceted game of mirrors, reflecting distinct possibilities of reading Alice in both historical and cultural contexts.
Puzzles of language, logic paradoxes, enigmatic dreams, multiple meanings. As in a wonderful maze, we aim to uncover unexpected relations and recreate nonsense rules to the games. Undo a puzzle of thousands peaces, to begin again and again.
Alice, understood as the chaos-cosmos amalgamation of both Alice books, “Alice in Wonderland” and “Through the Looking - Glass” and what Alice found there, is still an amazing enigma; paradox, nonsense, game, labyrinth of dreams.
Wonderland and the other side of the looking glass are not geographical spaces with a linear and continuous topography but a sequence of puzzles, game boards, mirrors and labyrinths. The universe expands, contracts and gets inverted while Alice loses and looks for her identity. All of this with the gloomy threat of losing her head. Meanwhile, she moves throughout the sliperry terrain of language which falls apart revealing its own logic and semantic traps.
If the texts are so complex, why should most of their illustrations be so literal? Bearing this question in mind, the purpose of this research is to reillustrate both Alices, operating within a new relation between text and image, in search for a dialog between Alice and her complexities.
These are illustrations wich contain a personal, investigative, and open approach to the logical ans symbolic aspects of Alice’s books. An uncompromising approach to the physical aspects of the characters or to the situations of the narrative. For a more direct relation between the events of the story and their illustrations, there is, indeed, quite an extensive catalogue of choices for one to revel upon.
Here we start from a process of discovery, image and expressive materials research. In addition, a theoretical and iconographic investigation is conducted in order to get closer to the texts, open doors, and persue through rooms and secret passages in the immense labyrinth that Alice is.
The research was cunducted in two main levels: peaces and games. the creation of the peaces dealt with the physical construction of the characters of both Alices using a plethora of everyday objects and toys according to their logical attributes, their names and their meanings, both in its usage and its formal characteristic dimensions. After their construction, the characters were photographed and digitalized.
The games worked upon the events and scenes of the text using the digitalized images of the previous phase. Thus, it was recriated through digital manipulation of the images the logic and meaning of the text, allowing a fanning of possible readings and references for the dialogs, characters, situations and imaginary spaces proposed by Carroll in both Alices. The illustrations were developed in Photoshop as collages utilizing the pictures of the characters, other objects and a repertoire of images referring to the biographic context, among other possibilities. In addition, the original illustrations by Tenniel were also worked upon, following new relations of intertextuality - like a multifaceted game of mirrors, reflecting distinct possibilities of reading Alice in both historical and cultural contexts.
Puzzles of language, logic paradoxes, enigmatic dreams, multiple meanings. As in a wonderful maze, we aim to uncover unexpected relations and recreate nonsense rules to the games. Undo a puzzle of thousands peaces, to begin again and again.
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