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Xuanyu Wang

Xuanyu Wang contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

AcademiClaw: When Students Set Challenges for AI Agents

Benchmarks within the OpenClaw ecosystem have thus far evaluated exclusively assistant-level tasks, leaving the academic-level capabilities of OpenClaw largely unexamined. We introduce AcademiClaw, a bilingual benchmark of 80 complex, long-horizon tasks sourced directly from university students' real academic workflows -- homework, research projects, competitions, and personal projects -- that they found current AI agents unable to solve effectively. Curated from 230 student-submitted candidates through rigorous expert review, the final task set spans 25+ professional domains, ranging from olympiad-level mathematics and linguistics problems to GPU-intensive reinforcement learning and full-stack system debugging, with 16 tasks requiring CUDA GPU execution. Each task executes in an isolated Docker sandbox and is scored on task completion by multi-dimensional rubrics combining six complementary techniques, with an independent five-category safety audit providing additional behavioral analysis. Experiments on six frontier models show that even the best achieves only a 55\% pass rate. Further analysis uncovers sharp capability boundaries across task domains, divergent behavioral strategies among models, and a disconnect between token consumption and output quality, providing fine-grained diagnostic signals beyond what aggregate metrics reveal. We hope that AcademiClaw and its open-sourced data and code can serve as a useful resource for the OpenClaw community, driving progress toward agents that are more capable and versatile across the full breadth of real-world academic demands. All data and code are available at https://github.com/GAIR-NLP/AcademiClaw.

preprint2026arXiv

RPIQ: Residual-Projected Multi-Collaboration Closed-Loop and Single Instance Quantization for Visually Impaired Assistance

Visually impaired users face significant challenges in daily information access and real-time environmental perception, and there is an urgent need for intelligent assistive systems with accurate recognition capabilities. Although large-scale models provide effective solutions for perception and reasoning, their practical deployment on assistive devices is severely constrained by excessive memory consumption and high inference costs. Moreover, existing quantization strategies often ignore inter-block error accumulation, leading to degraded model stability. To address these challenges, this study proposes a novel quantization framework -- Residual-Projected Multi-Collaboration Closed-Loop and Single Instance Quantization(RPIQ), whose quantization process adopts a multi-collaborative closed-loop compensation scheme based on Single Instance Calibration and Gauss-Seidel Iterative Quantization. Experiments on various types of large-scale models, including language models such as OPT, Qwen, and LLaMA, as well as vision-language models such as CogVLM2, demonstrate that RPIQ can compress models to 4-bit representation while significantly reducing peak memory consumption (approximately 60%-75% reduction compared to original full-precision models). The method maintains performance highly close to full-precision models across multiple language and visual tasks, and exhibits excellent recognition and reasoning capabilities in key applications such as text understanding and visual question answering in complex scenarios. While verifying the effectiveness of RPIQ for deployment in real assistive systems, this study also advances the computational efficiency and reliability of large models, enabling them to provide visually impaired users with the required information accurately and rapidly.

preprint2026arXiv

Scene-Aware Vectorized Memory Multi-Agent Framework with Cross-Modal Differentiated Quantization VLMs for Visually Impaired Assistance

Visually impaired individuals face significant challenges in environmental perception. Traditional assistive technologies often lack adaptive intelligence, focusing on individual components rather than integrated systems. While Vision-Language Models (VLMs) offer a promising path to richer, integrated understanding, their deployment is severely limited by substantial computational requirements, demanding dozens of gigabytes of memory. To address these gaps in computational efficiency and integrated design, this study proposes a dual technological innovation framework: a cross-modal differentiated quantization framework for VLMs and a scene-aware vectorized memory multi-agent system. The quantization framework implements differentiated strategies, reducing memory from 38GB to 11.3GB. The multi-agent system uses vectorized memory and perception-memory-reasoning workflows to provide environmental information beyond the current view, achieving 2.83-3.52s latency to initial speech output. Experiments show the quantized 19B-parameter model only experiences a 2.05% performance drop on MMBench and maintains 63.7 accuracy on OCR-VQA (original: 64.9), outperforming smaller models with equivalent memory. This research advances computational efficiency and assistive technology, offering comprehensive assistance in scene perception, text recognition, and navigation.

preprint2024arXiv

Real-and-Present: Investigating the Use of Life-Size 2D Video Avatars in HMD-Based AR Teleconferencing

Augmented Reality (AR) teleconferencing allows separately located users to interact with each other in 3D through agents in their own physical environments. Existing methods leveraging volumetric capturing and reconstruction can provide a high-fidelity experience but are often too complex and expensive for everyday usage. Other solutions target mobile and effortless-to-setup teleconferencing on AR Head Mounted Displays (HMD). They directly transplant the conventional video conferencing onto an AR-HMD platform or use avatars to represent remote participants. However, they can only support either a high fidelity or a high level of co-presence. Moreover, the limited Field of View (FoV) of HMDs could further influence users' immersive experience. To achieve a balance between fidelity and co-presence, we explore using life-size 2D video-based avatars (video avatars for short) in AR teleconferencing. Specifically, with the potential effect of FoV on users' perception of proximity, we first conduct a pilot study to explore the local-user-centered optimal placement of video avatars in small-group AR conversations. With the placement results, we then implement a proof-of-concept prototype of video-avatar-based teleconferencing. We conduct user evaluations with the prototype to verify its effectiveness in balancing fidelity and co-presence. Following the indication in the pilot study, we further quantitatively explore the effect of FoV size on the video avatar's optimal placement through a user study involving more FoV conditions in a VR-simulated environment. We regress placement models to serve as references for computationally determining video avatar placements in such teleconferencing applications on various existing AR HMDs and future ones with bigger FoVs.