SignificanceThe emerging field of gamified citizen science continually probes the fault line between human and artificial intelligence. A better understanding of citizen scientists’ search strategies may lead to cognitive insights and provide inspiration for algorithmic improvements. Our project remotely engages both the general public and experts in the real-time optimization of an experimental laboratory setting. In this citizen science project the game and data acquisition are designed as a social science experiment aimed at extracting the collective search behavior of the players. A further understanding of these human skills will be a crucial challenge in the coming years, as hybrid intelligence solutions are pursued in corporate and research environments.
We develop a scheme to prepare a desired state or subspace in high-dimensional Hilbert-spaces using repeated applications of a single static projection operator onto the desired target and fixed unitary dynamics. Benchmarks against other control schemes, performed on generic Hamiltonians and on Bose-Hubbard systems, establish the competitiveness of the method. As a concrete application of the control of mesoscopic atomic samples in optical lattices we demonstrate the near deterministic preparation of Schrödinger cat states of all atoms residing on either the odd or the even sites.. In this case, every state that the system can be projected on evolves into the target subspace. Alternatively, if a combination of the Q j commutes with Ĥ , states in the corresponding eigenspace will never evolve into the target subspace.
Differentiation is a mathematical skill applied throughout science in order to describe the change of a function with respect to a dependent variable. Thus, an intuitive understanding of differentiation is necessary to work with the mathematical frameworks used to describe physical systems in the higher levels of education. In order to obtain this intuition repeated practice is required. This paper presents the development of DiffGame, which consists of a series of exercises that introduce the basic principles of differentiation for high-school students through game-like elements. DiffGame have been tested with 117 first-year students from a single Danish high school, who did not have any prior training in differentiation. The students' learning was assessed by the data obtained directly from DiffGame. The test demonstrated the efficacy of DiffGame, since students at all levels demonstrate a learning gain. In contrast to previous studies demonstrating most learning in the lower tier of students, the middle tier of students (based on overall performance) exhibits the largest learning gains.
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and describe the series of constitutive building stages going into a quantum physics citizen science game. We present our approach from designing a core gameplay around quantum simulations, to putting extra game elements in place in order to frame, structure, and motivate players' difficult path from curious visitors to competent science contributors. The player base is extremely diverse -for instance, two top players are a 40 year old female accountant and a male taxi driver. Among statistical predictors for retention and in-game high scores, the data from our first year suggest that people recruited based on real-world physics interest and via real-world events, but only with an intermediate science education, are more likely to become engaged and skilled contributors. Interestingly, female players tended to perform better than male players, even though men played more games per day. To understand this relationship, we explore the profiles of our top players in more depth. We discuss in-world and in-game performance factors departing in psychological theories of intrinsic and extrinsic motivation, and the implications for using real live humans to do hybrid optimization via initially simple, but ultimately very cognitively complex games.
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