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用人的选择来挑战局域实在论。

Challenging local realism with human choices.

出版信息

Nature. 2018 May;557(7704):212-216. doi: 10.1038/s41586-018-0085-3. Epub 2018 May 9.

Abstract

A Bell test is a randomized trial that compares experimental observations against the philosophical worldview of local realism , in which the properties of the physical world are independent of our observation of them and no signal travels faster than light. A Bell test requires spatially distributed entanglement, fast and high-efficiency detection and unpredictable measurement settings. Although technology can satisfy the first two of these requirements, the use of physical devices to choose settings in a Bell test involves making assumptions about the physics that one aims to test. Bell himself noted this weakness in using physical setting choices and argued that human 'free will' could be used rigorously to ensure unpredictability in Bell tests . Here we report a set of local-realism tests using human choices, which avoids assumptions about predictability in physics. We recruited about 100,000 human participants to play an online video game that incentivizes fast, sustained input of unpredictable selections and illustrates Bell-test methodology . The participants generated 97,347,490 binary choices, which were directed via a scalable web platform to 12 laboratories on five continents, where 13 experiments tested local realism using photons, single atoms , atomic ensembles and superconducting devices . Over a 12-hour period on 30 November 2016, participants worldwide provided a sustained data flow of over 1,000 bits per second to the experiments, which used different human-generated data to choose each measurement setting. The observed correlations strongly contradict local realism and other realistic positions in bipartite and tripartite scenarios. Project outcomes include closing the 'freedom-of-choice loophole' (the possibility that the setting choices are influenced by 'hidden variables' to correlate with the particle properties ), the utilization of video-game methods for rapid collection of human-generated randomness, and the use of networking techniques for global participation in experimental science.

摘要

贝尔测试是一种随机试验,它将实验观测结果与局部实在论的哲学世界观进行比较,局部实在论认为物理世界的性质独立于我们对它们的观察,并且没有信号传播速度超过光速。贝尔测试需要空间分布式纠缠、快速和高效的检测以及不可预测的测量设置。尽管技术可以满足前两个要求,但在贝尔测试中使用物理设备来选择设置涉及到对要测试的物理做出假设。贝尔本人注意到使用物理设置选择的这一弱点,并认为人类的“自由意志”可以被严格用来确保贝尔测试中的不可预测性。在这里,我们报告了一组使用人类选择的局部实在论测试,这些测试避免了对物理可预测性的假设。我们招募了大约 10 万名人类参与者来玩一个在线视频游戏,该游戏激励参与者快速、持续地输入不可预测的选择,并说明了贝尔测试方法。参与者生成了 9734.749 亿个二进制选择,这些选择通过一个可扩展的网络平台被分配到五个大陆的 12 个实验室,在这些实验室中,13 个实验使用光子、单个原子、原子团和超导设备来测试局部实在论。在 2016 年 11 月 30 日的 12 小时内,来自世界各地的参与者向实验提供了超过 1000 位/秒的持续数据流,这些实验使用不同的人类生成的数据来选择每个测量设置。观察到的相关性强烈违反了局部实在论和其他在二分量和三分量情况下的现实主义立场。该项目的成果包括关闭“自由选择漏洞”(即设置选择可能受到“隐变量”的影响,以与粒子性质相关联),利用视频游戏方法快速收集人类生成的随机性,以及利用网络技术实现全球参与实验科学。

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