The first video is about making an HDR environment image, that’s where an HDR spherical environment map can be used to generate lighting in your scene.
The article has to do with stuff like having physically based materials and accurate lighting values along with tonemapping. To achieve that you don’t need to do anything to the textures. HDR is mostly useful when you have brightness values beyond white, which isn’t what you’d have a texture, if you want a material to emit light you can use emissive textures to do that and that will have an effect when rendering in HDR.