VLDB 2026 Research / reviewers in the wild / expert
Gengyang Xu
dblp:371/2912
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0001-7221-7845ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 3 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MetaSpace: Metamorphic Testing for Spatial Cognition in Embodied AgentsabstractAn embodied agent is an intelligent entity that interacts with its environment through a physical body. Currently, the evaluation of embodied agents primarily relies on two paradigms: (1) manually annotated Visual Question Answering (VQA) pairs and (2) high-level task completion metrics, such as success in navigation or manipulation. The former is labor-intensive and subject to variability in annotation quality. The latter may obscure critical vulnerabilities, allowing agents to complete tasks through suboptimal means or safety violations, thereby concealing safety risks and inefficiencies. Given that spatial cognition is the cornerstone for executing embodied tasks, there is a pressing need to assess whether embodied agents possess robust spatial cognition during task execution. Inspired by metamorphic testing principles in software engineering, we propose MetaSpace, a novel frame- work designed to evaluate the spatial cognition of agents. By leveraging spatiotemporal multimodal states derived from real execution trajectories, MetaSpace automatically generates test cases based on predefined metamorphic relations (MRs) grounded in logical rules and physical laws. Crucially, we encode these MRs as executable rules in a logic programming language (Prolog). Violations of these relations indicate failures in spatial cognition. Our empirical evaluation across three embodied scenarios demonstrates that MetaSpace successfully detects 90,422 spatial cognition errors in state-of-the-art (SOTA) MLLM-driven agents. We introduce the Spatial Cognition (SC) score to quantify performance. Results indicate that all SOTA agents achieve average scores between 0.44 and 0.52, significantly lower than the human benchmark of 0.96. Additionally, these agents struggle with directional tasks, with SC scores consistently below 0.38. In contrast, their performance in magnitude-related tasks is relatively better, with most SC scores exceeding 0.5. To mitigate the identified spatial cognition errors, we explore potential improvement strategies. Preliminary results suggest that traditional prompting techniques (e.g., Chain of Thought) are limited, while spatially-aware prompting (e.g., cognitive maps) shows promise. Our findings underscore the importance of ongoing community efforts to enhance embodied agent performance by prioritizing the improvement of spatial cognition, a fundamental requirement for executing embodied tasks. Gengyang Xu, Dongwei Xiao, Yiteng Peng, Shuai Wang 0011 |
Proc. ACM Program. Lang. | 1 |
| 2025 | An Empirical Study on Meta Virtual Reality Applications: Security and Privacy PerspectivesabstractVirtual Reality (VR) has accelerated its prevalent adoption in emerging metaverse applications, but it is not a fundamentally new technology. On the one hand, most VR operating systems (OS) are based on off-the-shelf mobile OS (e.g., Android OS). As a result, VR apps also inevitably inherit privacy and security deficiencies from conventional mobile apps. On the other hand, in contrast to traditional mobile apps, VR apps can achieve an immersive experience via diverse VR devices, such as head-mounted displays, body sensors, and controllers. However, achieving this requires the extensive collection of privacy-sensitive human biometrics (e.g., hand-tracking and face-tracking data). Moreover, VR apps have been typically implemented by 3D gaming engines (e.g., Unity), which also contain intrinsic security vulnerabilities. Inappropriate use of these technologies may incur privacy leaks and security vulnerabilities although these issues have not received significant attention compared to the proliferation of diverse VR apps. In this paper, we develop a security and privacy assessment tool, namely the VR-SP detector for VR apps. The VR-SP detector has integrated program static analysis tools and privacy-policy analysis methods. Using the VR-SP detector, we conduct a comprehensive empirical study on 900 popular VR apps. We obtain the original apps from the popular SideQuest app store and extract Android PacKage (APK) files via the Meta Quest 2 device. We evaluate the security vulnerabilities and privacy data leaks of these VR apps through VR app analysis, taint analysis, privacy policy analysis, and user review analysis. We find that a number of security vulnerabilities and privacy leaks widely exist in VR apps. Moreover, our results also reveal conflicting representations in the privacy policies of these apps and inconsistencies of the actual data collection with the privacy-policy statements of the apps. Further, user reviews also indicate their privacy concerns about relevant biometric data. Based on these findings, we make suggestions for the future development of VR apps. Hanyang Guo, Hongning Dai, Xiapu Luo, Gengyang Xu, Fengliang He, Zibin Zheng |
IEEE Trans. Software Eng. | 4 |
| 2024 | An Empirical Study on Oculus Virtual Reality Applications: Security and Privacy PerspectivesabstractAlthough Virtual Reality (VR) has accelerated its prevalent adoption in emerging metaverse applications, it is not a fundamentally new technology. On one hand, most VR operating systems (OS) are based on off-the-shelf mobile OS (e.g., Android). As a result, VR apps also inherit privacy and security deficiencies from conventional mobile apps. On the other hand, in contrast to conventional mobile apps, VR apps can achieve immersive experience via diverse VR devices, such as head-mounted displays, body sensors, and controllers though achieving this requires the extensive collection of privacy-sensitive human biometrics (e.g., hand-tracking and face-tracking data). Moreover, VR apps have been typically implemented by 3D gaming engines (e.g., Unity), which also contain intrinsic security vulnerabilities. Inappropriate use of these technologies may incur privacy leaks and security vulnerabilities although these issues have not received significant attention compared to the proliferation of diverse VR apps. In this paper, we develop a security and privacy assessment tool, namely the VR-SP detector for VR apps. The VR-SP detector has integrated program static analysis tools and privacy-policy analysis methods. Using the VR-SP detector, we conduct a comprehensive empirical study on 500 popular VR apps. We obtain the original apps from the popular Oculus and SideQuest app stores and extract APK files via the Meta Oculus Quest 2 device. We evaluate security vulnerabilities and privacy data leaks of these VR apps by VR app analysis, taint analysis, and privacy-policy analysis. We find that a number of security vulnerabilities and privacy leaks widely exist in VR apps. Moreover, our results also reveal conflicting representations in the privacy policies of these apps and inconsistencies of the actual data collection with the privacy-policy statements of the apps. Based on these findings, we make suggestions for the future development of VR apps. Hanyang Guo, Hongning Dai, Xiapu Luo, Zibin Zheng, Gengyang Xu, Fengliang He |
ICSE | 5 |