The IBM Personal Computers and the Michigan Terminal System

The IBM Personal Computers and the Michigan Terminal System
Author: Brice Carnahan
Publsiher: UM Libraries
Total Pages: 332
Release: 1984
Genre: IBM Personal Computer
ISBN: UOM:39015009810113

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MTS the Michigan Terminal System

MTS  the Michigan Terminal System
Author: University of Michigan Computing Center
Publsiher: UM Libraries
Total Pages: 340
Release: 1967
Genre: Computer programming
ISBN: UOM:39015058986061

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MTS Michigan Terminal System

MTS  Michigan Terminal System
Author: University of Michigan Computing Center
Publsiher: Unknown
Total Pages: 578
Release: 1976
Genre: IBM 360 (Computer)
ISBN: UOM:39015000502495

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MTS Michigan Terminal System

MTS  Michigan Terminal System
Author: University of Michigan Computing Center
Publsiher: UM Libraries
Total Pages: 574
Release: 1990
Genre: Computer programming
ISBN: UOM:39015034770514

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FORTRAN 77 with MTS and the IBM PC

FORTRAN 77 with MTS and the IBM PC
Author: Brice Carnahan,James O. Wilkes
Publsiher: UM Libraries
Total Pages: 322
Release: 1988
Genre: FORTRAN (Computer program language)
ISBN: UOM:39015018302490

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MTS Michigan Terminal System

MTS  Michigan Terminal System
Author: University of Michigan Computing Center
Publsiher: Unknown
Total Pages: 135
Release: 1967
Genre: IBM 360 (Computer)
ISBN: OCLC:23329153

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MTS the Michigan Terminal System

MTS  the Michigan Terminal System
Author: Anonim
Publsiher: UM Libraries
Total Pages: 186
Release: 1983
Genre: Computer programming
ISBN: UOM:39015081534052

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Disability and Video Games

Disability and Video Games
Author: Markus Spöhrer,Beate Ochsner
Publsiher: Springer Nature
Total Pages: 365
Release: 2023-12-18
Genre: Social Science
ISBN: 9783031343742

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This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.