Your company shouldn't be upgrading to trendy technology without a strategic purpose, writes this local expert. Photo via Getty Images

In any industry, the use of innovative technologies is often linked to an innovative company. With immersive technologies — including augmented reality, virtual reality, and interactive — heading into the mainstream thanks to COVID-19, brands are now able to reach their audiences in ways like never before. However, instead of incorporating these new technologies into their overall strategy, brands often fall into the trap of using the technology as their only strategy.

When brands are presented with a new and exciting way to interact with consumers in a world where it is hard to maintain their audiences' attention, it's easy to see why this happens. While these brands might get audiences' attention at the beginning when the technology is still novel, the campaign itself most likely won't make a lasting impression, especially as these technologies come more into the mainstream. Additionally, the new and shiny tactic may not be what best serves a brand's ultimate goal.

Starting with strategy

While the use of immersive technologies is growing, it is important to determine whether it is the right solution for the company.

To start, businesses should evaluate their target demographics and goals before investing in new technologies such as virtual reality, augmented reality or animation. When taking all possible stakeholders into account, it will then be easier to shape the experience for maximum engagement and connection with target audiences. For example, in our work at VISION, we once worked with a client whose CEO had told their marketing team that they wanted Google Glass AR for a tradeshow.

The marketing team said they wanted to create an immersive experience and invite existing customers and potential new customers to a private experience using this innovative new technology. However, they did not have a plan for what the experience would be or why the customers were experiencing it. They just wanted to use word of mouth to talk about how cool it was.

Our team came in and listened to the event goals, gave our recommendations, and the client then realized they needed to determine who the customer was and what they wanted to say to the customer from a sales perspective.

That same client came back with a strategy behind the tradeshow experience and ultimately realized they actually did not want an AR experience, but that they wanted a complete immersive experience. From there, this client instead chose a 3D Interactive experience that they could deliver virtually online directly to their clients, and they didn't even use it for the tradeshow. It turned out to be the most successful sales tool they had ever produced.

What tech can do for strategy

Once brands have a broader idea for their strategy and marketing goals, they also need to understand what new immersive technologies are used to accomplish. Beyond creating "buzz," how does each technology actually drive the customer experience and end action desired?

Interactive media—Interactive media is a method of communication in which a program's outputs depend on the user's inputs, and the user's inputs, in turn, affect the program's outputs. Interactive media allows brands to connect with their audiences and making them active participants in the media they consume. Examples include digital graphics, interactive video or in-person touch screen activations.

There are a lot of different forms of interactive media, but at the heart, the goal of this tactic is to create something personalized to the user and establish a memorable connection.

Consider that people remember very little of what they read. They are likely to remember more if they view it in a video format – but they are most likely to remember something they have had a role in themselves. This makes it a particularly compelling technology if the ultimate goal is around education or awareness of a new topic.

Augmented reality – Augmented reality is the overlaying of digitally-created content on top of the real world. AR allows the user to interact with both the real world and digital elements or augmentations. AR can be offered to users via headsets like Microsoft's HoloLens, or through the video camera of a smartphone.

In both practical and experimental implementations, augmented reality can also replace or diminish the user's perception of reality. This altered perception could include simulation of an ocular condition for medical training purposes, or gradual obstruction of reality to introduce a game world. It is worth noting that there is a point when augmented reality and virtual reality likely merge, or overlap. See also, mixed reality.

Particularly in a post-COVID world, AR's applications can meet goals such as facilitating a try-on experience that can lead to direct sales or telling a brand story without the need for an in-person activation or event. We're also seeing AR being used to replace the exhibitor experiences at would-be in-person events, where AR allows the demonstration to come to the user. Now with social distancing mandates restricting in-person presentations, AR is proving even more valuable than ever before as more people begin to see the practical values beyond entertainment.

Virtual reality A high level of VR immersion is achieved by engaging your two most prominent senses, vision and hearing, by using a VR headset and headphones. The VR headset wraps the virtual world or experience nearly to the edge of your natural vision field of view. When you look around, you experience the environment the same as you do when you look around in real life. Headphones amplify the experience by blocking the noise around you, while allowing you to hear the sounds within the VR experience. When you move your head, the sounds within the VR environment move around you like they would in real life. The user becomes immersed within the virtual environment and whilst there, is able to manipulate objects or perform a series of actions.

Virtual Reality has some great applications for training, particularly in healthcare fields or for active shooter preparation. In marketing, companies are implementing VR to enable the consumer to interact with products without having it in their hands — this is particularly applicable for selling luxury properties or furniture that consumers like to touch and feel prior to purchase.

The caveat with virtual reality is consumers cannot typically access this reality without VR goggles, and it is not conducive for a shareable experience that the audience can relive. So, particularly with this tactic, it's crucial to make sure that the "wow-factor" isn't the only goal.

As with anything, knowing what you want to achieve paves the way to get there. Each campaign should start off with establishing the goals. Once companies know what success looks like, they can then utilize creative and effective audience engagement strategies to reach these goals with presentation technology that helps get there.

Every single project is unique and custom. It's impossible to say that one tactic is right for a specific goal. There are ways to think about technology when it comes to those tactics. While a product launch may be great for AR, a real environment visualization is great for VR, or that a multi-user experience is a great way to utilize a permanent interactive display. But the truth is that if you have great strategy and you engage with a great content provider, who truly knows how to develop any type of content, they will be able to guide you in the execution of that tactic and the right technology to support your needs.

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Dan Pratt is the creative director at Houston-based Vision Production Group.

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Rice University partners with astronaut foundation to offer new STEM scholarship

space scholars

Rice University has partnered with The Astronaut Scholarship Foundation (ASF) to offer a new scholarship opportunity for junior or senior STEM majors, beginning this spring.

The prestigious Astronaut Scholarship includes up to $15,000, mentorship, networking and a paid trip to the ASF Innovators Symposium and Gala. The scholarship is funded by the James A. Lovell Jr. Family Endowment, in honor of the late American astronaut and founder of the ASF.

“This scholarship opportunity represents an exciting new avenue for Rice STEM students to synthesize their experiences in courses and research and their commitment to advancing the public good as leaders in their field,” Danika Brown, executive director for the Center for Civic Leadership at Rice, said in a news release. “We are so grateful to the Lovell family and to the foundation for investing in Rice students, and we are confident that the foundation will be impressed with our nominees and that selected students will have a life-changing experience as astronaut scholars.”

The Rice Space Institute and the Center for Civic Learning recently hosted the ASF at the Ralph S. O’Connor Building for Engineering and Science.

At the ASF event, Jeff Lovell—son of James Lovell, who commanded Apollo 13 and flew on Apollo 8—announced the scholarship aimed at Rice STEM students. Charlie Duke, who served as spacecraft communicator for the Apollo 11 Moon landing and as the lunar module pilot for Apollo 16, also spoke at the event.

The ASF awarded 74 scholarships to students from 51 universities across the U.S. last May.

The ASF awarded its first seven $1,000 scholarships in 1986 to pay tribute to the Mercury 7 astronauts. It has since awarded more than $10 million to more than 850 college students.

So far, only students from Texas A&M University and the University of Texas at Austin have received the scholarship in Texas.

Houston hospital first in U.S. to use new system for minimally invasive surgery

sharper images

Houston’s Baylor St. Luke’s Medical Center has introduced an innovative new surgical imaging system that will allow surgeons to increase the number of minimally invasive procedures as well as reposition on the fly during operations.

Minimally invasive surgery has been shown across the board to improve patient outcomes with less chance of infection and shorter recovery times compared to traditional open surgery. However, the human body is not exactly easy to work on through small incisions, necessitating the development of state-of-the-art cameras and imaging technology to guide surgeons.

Enter GE HealthCare’s Allia Moveo, now a part of the Baylor St. Luke’s Medical Center operating room. Using cutting-edge technology, it uses the same high-definition imaging usually seen in the catheterization lab at speeds fast enough to respond to shifting surgical conditions. Its cable-free setup allows surgeons to switch positions much faster, and it features advanced 3D imaging that compensates for breathing motion and interference from metal implants.

Its design supports a range of cardiovascular, vascular, non-vascular, interventional and surgical procedures, according to CommonSpirit Health, a nonprofit Catholic health network, of which Baylor St. Luke's is a member.

“This innovative platform enhances how our clinicians navigate complex minimally invasive procedures by improving mobility, image clarity, and workflow efficiency. It strengthens our ability to deliver precise, patient-centered care while supporting our teams with technology designed for the evolving demands of modern interventional medicine,” Dr. Brad Lembcke, president of Baylor St. Luke’s Medical Center, said in a news release from Baylor and the Texas Heart Institute.

Baylor St. Luke’s is the first hospital in the U.S. to use the Allia Moveo technology. The definition and responsiveness of the new system allow surgeons to navigate the body with greater accuracy and smaller incisions, even for very delicate operations.

“Allia Moveo gives us the flexibility and image quality needed to manage increasingly complex minimally invasive procedures with greater confidence,” Dr. Gustavo Oderich, vascular surgeon and professor of surgery at Baylor College of Medicine, added in the release. “The ability to quickly reposition the system, obtain high-quality 3D imaging, and integrate advanced guidance tools directly into the workflow enhances procedural accuracy. This technology supports our mission to push the boundaries of what is possible in endovascular and interventional surgery.”

Houston clocks in as one of the hardest working cities in America

Ranking It

Houston and its residents are proving their tenacity as some of the hardest working Americans in 2026, so says a new study.

WalletHub's annual "Hardest-Working Cities in America (2026)" report ranked Houston the 37th most hardworking city nationwide. H-town last appeared as the 28th most industrious American city in 2025, but it still remains among the top 50.

The personal finance website evaluated 116 U.S. cities based on 11 key indicators across "direct" and "indirect" work factors, such as an individual's average workweek hours, average commute times, employment rates, and more.

The U.S. cities that comprised the top five include Cheyenne, Wyoming (No. 1); Anchorage, Alaska (No. 2); Washington, D.C. (No. 2); Sioux Falls, South Dakota (No. 4); and Irving, Texas (No. 5). Dallas and Austin also earned a spot among the top 10, landing as No. 7 and No. 10, respectively.

Based on the report's findings, Houston has the No. 31-best "direct work factors" ranking in the nation, which analyzed residents' average workweek hours, employment rates, the share of households where no adults work, the share of workers leaving vacation time unused, the share of "engaged" workers, and the rate of "idle youth" (residents aged 16-24 that are not in school nor have a job).

However, Houston lagged behind in the "indirect work factors" ranking, landing at No. 77 out of all 116 cities in the report. "Indirect" work factors that were considered include residents' average commute times, the share of workers with multiple jobs, the share of residents who participate in local groups or organizations, annual volunteer hours, and residents' average leisure time spent per day.

Based on data from The Organisation for Economic Co-operation and Development (OECD), WalletHub said the average American employee works hundreds of more hours than workers residing in "several other industrialized nations."

"The typical American puts in 1,796 hours per year – 179 more than in Japan, 284 more than in the U.K., and 465 more than in Germany," the report's author wrote. "In recent years, the rise of remote work has, in some cases, extended work hours even further."

WalletHub also tracked the nation's lowest and highest employment rates based on the largest city in each state from 2009 to 2024.

ranking

Source: WalletHub

Other Texas cities that earned spots on the list include Fort Worth (No. 13), Corpus Christi (No. 14), Arlington (No. 15), Plano (No. 17), Laredo (No. 22), Garland (No. 24), El Paso (No. 43), Lubbock (No. 46), and San Antonio (No. 61).

Data for this study was sourced from the U.S. Census Bureau, Bureau of Labor Statistics, U.S. Travel Association, Gallup, Social Science Research Council, and the Corporation for National & Community Service as of January 29, 2026.

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This article originally appeared on CultureMap.com.