RESUMEN
Cognitive radio networks (CRN) allow for an increase in spectral efficiency and performance of today's wireless networks. Currently, multiple proposals exist in the area of spectral decision-making and mobility; however, very few evaluate the impact of collaboration between secondary users and the performance of spectrum access by many secondary users. Unlike existing works, this article provides a comprehensive quantitative analysis of the performance of CRN taking into account access to the spectrum simultaneously by multiple users and decision making based on collaboration through the exchange of information between nearby secondary users. This proposal is developed through the implementation of four modules: Input Module, Multi-user Module, Collaborative module and Decision-making module, where the results are evaluated comparatively through the handoff rate generated with two multicriteria techniques: Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) and Multi-Criteria Optimization and Compromise Solution (VIKOR). The evaluation is carried out taking into account three levels of collaboration, three multi-user access scenarios, and two multi-criteria techniques for a total of 18 simulation scenarios. The results obtained show the importance of implementing collaboration strategies, as for multi-user access, the number of handoffs increases as the number of serial users increases. TOPSIS presented the best results in 76 % of the analyzed cases where VIKOR generated a smaller number of handoffs; TOPSIS maintained good performance with differences not exceeding 90 handoffs.
RESUMEN
Cognitive radio networks promote better spectral efficiency of the electric radio spectrum. The vast majority of current spectral decision models for cognitive radio networks evaluate their performance based on a single secondary user. In reality, the network can experience multiple requests from spectral opportunities. Based on this, the intent of this article is to present and evaluate a spectral decision model for cognitive radio networks in a multi-user environment taking into account the effect of the decisions of the SU on the usefulness of the other SU. To achieve this, a spectral decision model was developed that allows secondary users to share relevant information before accessing the spectrum so that they can select the most appropriate spectral opportunities. The evaluation and validation of the model was performed using three multicriteria decision-making algorithms under the metric of the number of total handoffs in a conventional scenario and a real scenario, in the conventional scenario, only users that match the input of the multiuser module are included; in the real scenario, in addition to the conventional users, users that enter and leave at random times are included, a feature that alters the models for estimating the behavior of the radio environment. The results show better performance of the TOPSIS algorithm over VIKOR and SAW. The most important contribution of this work is the evaluation of the performance of the spectral decision algorithms implemented in a multi-user environment that allows multiple access and exchange of information between users, with experimental spectral occupation data.
RESUMEN
Abstract Lacan did not propose a totalized subject, but he proposed a divided one whose representation is structured in each interaction with its peers through Saussure's argumentative language. This shows the real, the imaginary or the symbolic as (a), (a') or (A). This study tries to propose and discuss that it is currently possible to establish virtual issues, taking into account social and psychological effects of the cyberspace and the capacity to decide and execute actions. Virtually, the representation is given by the Avatar known as (A'), since it is an evolution of the Other (A). This interaction is being done through the use of language, with the construction of signifieds and signifiers. Signifieds are conceived in the virtual world and signifiers in the real one, but the last one could allow the first one to materialize the Other (A) in the Avatar (A'). Second Life is a metaverse, a massively multiplayer online role-playing game (MMORPG), which shows 3D virtual worlds where each subject is able to create its Avatars characterizing its own identity through the subject's desires.
Resumen Lacan no propuso un sujeto totalizado, pero propuso uno dividido cuya representación se estructura en cada interacción con sus pares a través del lenguaje argumentativo de Saussure. Esto demuestra lo real, lo imaginario y lo simbólico como (a), (a ") o (A). Este estudio trata de proponer y discutir que es posible actualmente establecer cuestiones virtuales, teniendo en cuenta los efectos sociales y psicológicos del ci-berespacio y la capacidad de decidir y ejecutar acciones. Prácticamente, la representación es dada por el Avatar conocido como (A ya que es una evolución de las otras (A). Esta interacción se lleva a cabo mediante el uso del lenguaje, con la construcción de significados y significantes. Significados son concebidos en el mundo virtual y significantes en la real, pero el último podría permitir al primero materializar el Otro (A) en el Avatar (A '). Second Life es un metaverso, un juego del rol multi-jugador masivo en línea (MMORPG), que muestra mundos virtuales en 3D en el que cada sujeto es capaz de crear sus avatares caracterizar su propia identidad a través de los deseos del sujeto.