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VR is finally here despite all the hard years of birthing pains and problems along the way. Now that the hardware is up to the task, the real challenge lies in the VR software experiences. What does this mean for digital artists? How could we build meaningful immersive virtual realities for a single person to experience in the realm of digital art? What about getting rid of that ugly HDMI cable to the PC? This presentation introduces some ideas for interaction and exploration of a VR art piece, and outlines the technological requirements for a believable VR experience in the rendering and audio side of things. The presentation also touches on the latest advancements of AR technology and how it can be harnessed for similar uses. Known in the demoscene as visy, Visa-Valtteri has experimented with demo art since 2001 and he has been interested in the artistic possibilities of computers since laying his eyes on the Commodore 64. Working with Trilobit and Bilotrip, he is best known from demos for 8-bit devices such as Nintendo NES and Atari 2600 and has been homebrewing everything from games to glitchfests on all kinds of imaginable computer and console platforms. Professionally he's worked on game tech and mobile apps for companies like SCEE, Samsung and Remedy among others. He is a passionate gamer and helps run the indie game studio Hyperspace Yard.