IKEA might be best known for its affordable furniture, cartoon building instructions, and hard-to-pronounce product names, but that\u2019s not all its about. They\u2019re also exploring how they can improve lives with XR technology, as Martin Enthed explains.\xa0\n\n\n\n\n\n\n\nAlan: Hey everyone, I'm Alan Smithson. Today we're speaking with Martin Enthed, digital manager at IKEA Communications, who's also part of the IKEA Digital Lab, looking five to seven years out into the future of how we bring retail to the masses. Martin is also part of the Khronos Group, an organization working on the open standards for spatial web and 3D world. All that and more, coming up next on the XR for Business podcast. Martin, welcome to the show.\n\n\n\nMartin: Thank you, Alan. And thank you for having me here.\n\n\n\nAlan: It's my absolute pleasure. This interview has been long overdue. You've had to get a ton of approvals and everything. So we're very, very lucky and honored to have you on the show. And thank you so much for joining us. Let's get into it. Maybe you can describe how you got to where you are, and the role that you're at with IKEA.\n\n\n\nMartin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. And building those back-end tools, coding, setting up standards and everything, up to 2011. And then they hired me to do all development for that company, IKEA Communications. And I've been the IT manager and development manager for that all the way up to now, two years ago, when I became digital manager there. Then I headed up what's called IKEA Digital Lab, that you mentioned. Now I'm working mainly with that, looking into the spatially aware 3D future.\n\n\n\nAlan: So how is IKEA using these tools now? Because I think it's a big shock, when you explained to me how the magazine that we get, some of the photos in there aren't real photographs, they're renders.\n\n\n\nMartin: That story has been told a few times. But if I take it very short, it started really in volume 2012-ish. So it took like from 2007 to 2012. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. In the last five, six years we have been doing about 50,000 high risk images a year. And about 35,000 of them is 3D, mainly the product images and those things you find there. And then, of course, a lot of kitchen brochures and such are 3D. You take a kitchen brochure from our stores and look at through that one, you will see a lot of 3D. If you take the IKEA catalog, then it's much, much, much less, because most of the time we also do video sessions in those. And that's so much easier to do in a real set. But it's a lot of 3D. But that's the offline rendering stuff, that's in huge production right now.\n\n\n\nAlan: So that's kind of pervasive now. So when you're looking at the kitchen catalogue, most of those renters are all in 3D. It's funny, because Helen Papagiannis -- author of Augmented Human -- she's got this game, "Augmented Reality Or Real?" And I've gone through the magazine, I can't tell. I really can't tell what's real and what's 3D. So kudos to you guys for making it realistic. So we render something and we have the best quality of everything. What about real time rendering? I know a couple of years ago you guys experimented with VR and also the IKEA Place app, and real time rendering of spatial objects. What's kind of on the roadmap there?\n\n\n\nMartin: The exploration stuff internally started already in 2010, when we made some things that was running in a browser, and then we sent off a small little file that's told how that sce