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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>tracking for Usability Analysis and Application to Rehabilitation</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Castilla - La Mancha, Paseo Universidad</institution>
          ,
          <addr-line>4, Ciudad Real</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Usability</institution>
          ,
          <addr-line>CSCL, CSCW, Computer - Human Interaction, Rehabilitation</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>errors detected. This Plenary Session presents several studies carried out by the CHICO group of the University of Castilla - La Mancha and the AIR group of the same University. These studies were conducted using eye tracking techniques and, in the cases presented, these techniques were used in order to observe the usability errors found in different applications developed within the research group and in related groups that have collaborated with CHICO. After analyzing the usability errors found, the user interfaces were reworked to take into account the usability The article presents different developments mainly in collaborative systems and in immersive augmented reality interfaces, and it ends with the work carried out in the area of rehabilitation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>2022 Copyright for this paper by its authors.
It is also important to know the observation path of a user when they access a graphic, a website or an
application (Figure 2). This scan path gives us much more information than that provided by heat maps
since it represents the path that the user has followed to perform a certain task, usually proposed by the
team developing the usability analysis.
In the following sections, we will present some studies carried out with the eye tracking technique and
how this technique has allowed us to improve the user interfaces previously conducted.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Case Studies</title>
      <p>
        The first case study we explain is the one carried out in order to improve the user interface of the
Greedex system [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This system is a desktop application developed in the LITE group of the Rey Juan
Carlos University of Madrid which was redesigned so that the users of the system, students of the
Computer Science degree, would take more into account the graphical possibilities of the environment,
since by means of eye tracking it was observed that the students preferred to use the tabular version of
the problem resolution rather than the graphical help or the observation of the resolution algorithm.
This application helps the students to understand algorithmic problem-solving schemes known as
greedy methods.
      </p>
      <p>
        Successive improvements were made to the Greedex system [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ] through usability studies developed
using eye trackers, improving both the user experience and usability of the system significantly. These
new applications were named GreedexTab (Figure 3) and GreedexTab Version 2.0 (Figure 4).
Other redesign case studies presented at the Plenary were those carried out to improve the programming
learning support environments Collece (Figure 5) and Collece 2 (Figure 6). In this case, we present a
collaborative programming learning environment [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] that has also enabled the use of augmented reality
systems (Figure 7).
This programming environment and the use of Microsoft Hololens Augmented Reality glasses enabled
the development of rehabilitation applications [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] that were presented at this Plenary Session (Figure
8).
Figure 8 shows that by means of a Kinect based Position Recognition System of the different parts of
the body, people in need of rehabilitation perform exergames that have been previously produced and
stored in a language that allows the definition of all the exercises to be performed, thus making the
generation of different rehabilitation games very simple.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusions</title>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgements</title>
      <p>
        The use of eye tracking techniques has allowed the CHICO group to rework and improve user interfaces
developed by the research group or by other related groups that have been presented at the Plenary
Session. Other case studies of the CHICO group can be found in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>This research was funded by the Ministry of Ciencia e Innovación in the Project named CODIFICA
“PID2021-125122OB-100”, by the Junta de Comunidades de Castilla – La Mancha, project FRAWA
“SBPLY/21/180501/000244” and by Instituto de Salud Carlos III in the Project “DTS18/00122”.</p>
    </sec>
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