Company patents
Curiouser Products Inc.
Curiouser Products Inc.'s patent strategy appears to be undergoing a significant shift, with a surprising and dramatic decline across nearly all categories. While Sports Equipment remains its largest focus, comprising 91.9% of its portfolio, patenting in this area has plummeted by 71.4% in 2025, mirroring similar sharp declines in areas like Computer Vision (-80.0% in 2025) and Pictorial / Video Communications (-100.0% in 2025), indicating a broad reprioritization away from these previously active domains.
Patent Trend by Technology Area
Yearly patent publications since 2023
Product themes
Product-level themes inferred from filings since 2023, with category chips showing where each theme appears. Select a theme to filter the patents below.
37 US filings (since 2023) · 12 categories · 8 themes
Technologies that create dynamic and interactive visual content for displays, including virtual/wearable systems, by generating overlays, replacing input streams, or merging real-time user actions with digital environments.
Design improvements in exercise equipment focusing on user comfort, safety, adjustability, and space-saving features like folding mechanisms or modular components for home or gym use.
Methods and systems for improving the quality of video streams, generating intermediate frames, or continuously locating and following objects within a sequence of images, even under occlusion.
Systems that combine light sources, waveguides, and display elements into unified products for backlighting, automotive applications, general lighting, or color-corrected displays.
User interface designs and systems that enable multiple users to interact with shared content, provide feedback, or coordinate activities, often across different devices or locations.
Systems using artificial intelligence and machine learning to monitor athlete performance, provide personalized training plans, predict physiological responses, or create virtual representations for feedback and analysis.
The design, fabrication, and use of tangible, often anatomically accurate or functionally representative, physical models for hands-on training, demonstration, or practice of practical skills and procedures, particularly in medical or technical fields.
Integrating game-like mechanics, interactive challenges, and engaging user interface elements (e.g., avatars, reward systems, narrative structures) into educational or therapeutic applications to enhance user motivation, engagement, and learning retention.
Patents
Showing 1-10 of 111