July 2001
·
61 Reads
·
3 Citations
. We present a methodology to specify interactive narrative in virtual worlds. HyperStories extend the idea of "branching games" and the classic "choose your own adventure" novels. The main difference arises from the possibility of temporal opportunity and autonomous behavior of entities in the virtual navigational environment and the possibility of object migration between nodes. The aim of this paper is to present a formal step to design and specify this type of software and to describe the similarities and differences between HyperStories, MUDs, and hypermedia applications. According to our research experience HyperStories are an interesting metaphor to deliver educational software and knowledge construction. We also discuss the stages in HyperStory modeling and further development.