VLDB 2026 Research / reviewers in the wild / expert
Isabella Attisano
dblp:332/2261
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Software engineering, system software, and programming languages
1 paper |
Software testing · 50% Empirical software engineering · 50% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Software testing
automated testing |
0.7 | 1 | 2023 | Virtual Reality (VR) Automated Testing in the Wild: A Case Study on Unity-Based VR Applications · ISSTA 2023 |
Empirical software engineering
mining software repositories |
0.7 | 1 | 2023 | Virtual Reality (VR) Automated Testing in the Wild: A Case Study on Unity-Based VR Applications · ISSTA 2023 |
Empirical software engineering › mining software repositories
open-source project analysis |
0.7 | 1 | 2023 | Virtual Reality (VR) Automated Testing in the Wild: A Case Study on Unity-Based VR Applications · ISSTA 2023 |
Software testing
test generation |
0.7 | 1 | 2023 | Virtual Reality (VR) Automated Testing in the Wild: A Case Study on Unity-Based VR Applications · ISSTA 2023 |
Virtual and augmented reality › virtual reality
VR application development |
0.2 | 1 | 2023 | Virtual Reality (VR) Automated Testing in the Wild: A Case Study on Unity-Based VR Applications · ISSTA 2023 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Virtual Reality (VR) Automated Testing in the Wild: A Case Study on Unity-Based VR ApplicationsabstractVirtual Reality (VR) is an emerging technique that provides a unique real-time experience for users. VR technologies have provided revolutionary user experiences in various scenarios (e.g., training, education, gaming, etc.). However, testing VR applications is challenging due to their nature which necessitates physical interactivity, and their reliance on specific hardware systems. Despite the recent advancements in VR technology and its usage scenarios, we still know little about VR application testing. To fill up this knowledge gap, we performed an empirical study on 314 open-source VR applications. Our analysis identified that 79% of the VR projects evaluated did not have any automatic tests, and for the VR projects that did, the median functional-method to test-method ratios were lower than those of other project types. Moreover, we uncovered tool support issues concerning the measurement of VR code coverage, and the assertion density results we were able to generate were relatively low, with an average of 17.63%. Finally, through a manual analysis of 370 test cases, we identified the different categories of test cases being used to validate VR application quality attributes. Furthermore, we extracted which of these categories are VR-attention, meaning that test writers need to pay special attention to VR characteristics when writing tests of these categories. We believe that our findings constitute a call to action for the VR development community to improve their automatic testing practices and provide directions for software engineering researchers to develop advanced techniques for automatic test case generation and test quality analysis for VR applications. Our replication package containing the dataset we used, software tools we developed, and the results we found, is accessible at https://doi.org/10.6084/m9.figshare.19678938. Dhia Elhaq Rzig, Nafees Iqbal, Isabella Attisano, Foyzul Hassan |
ISSTA | 3 |