This could be a door to a dwemer ruin as well (why not make an elaborate door?). A furnice also makes sense (again: why not make an elaborate furnace?). The fact remains that it's very sun-related in general observation.
Also, a bit of a coincidence to my earlier idea: there appears to be a caricature of sorts (a little black stick figure) on the wall to the chair's right. He appears to be throwing his arms up in the air as if in worship. Also note that above him is a disk with squirming rays which I believe to be the sun again.
There is? I missed something!? I'll have to have a look now.
I don't have it but i'm sure someone would be kind enough to try sometime.
A very good questions. I believe many people with specific knowledge about how the stuff works here. Some pre-existing mechanics may work with a DLC, like you can use DG characters as stewards in HF, but new mechanics from DLC A can't be used in DLC B. I think Auriel's Bow shouldn't be able to start something specific in DB.
While I agree that items from DLC A shouldn't be needed to start a quest in DLC B, there isn't anything stopping them... right? On that basis, in theory, it's possible for something like Auriel's Bow to be needed to 'open the machine'. Though I do doubt that is the case. If someone knows 100% either way, please explain so I may keep/remove the idea from my list.