The next competition in technology is your face - anywhere, anytime. 
 As the cameras and screens of smartphones and  tablets  improve, and as wireless networks offer higher bandwidth, more  companies are getting into the business of enabling mobile video calls. 
  The details vary from one service to the next, but the experiences are  similar: From anywhere in the world with a modern wireless network, a  smartphone's screen fills with the face of a friend or relative. 
  The quality is about the same jerky-but-functional level as most  desktop video. Sound is not always perfectly synced with the image, but  it is very close. The calls start and end the same way, by pressing a  button on the screen. 
  Mobile video calling  has risen so quickly that industry analysts have not yet compiled exact  numbers. But along the way, it is creating new business models, new  stresses on mobile networks and even new rules of etiquette. 
  "All the communications - social messages, calls, texts and video - are  merging fast," said Eric Setton, co-founder and chief technology officer  of  Tango Mobile, whose free video calling service has 80 million active users. An additional 200,000 join daily, Setton said. 
  Once an interesting endeavor for a few startups like Tango, mobile  video has caught the attention of big companies. Apple created  FaceTime and made it a selling point for the iPad. In September, the company made FaceTime available on  cellular networks instead of limiting it to  Wi-Fi systems, almost certainly in response to increasing consumer demand. 
 Last week,  Yahoo purchased a  video chat company called OnTheAir. And in 2011,  Microsoft paid $8.5 billion for Skype, a service for both video and audio-only calls. Though most people use  Skype  on desktop and laptop computers, the software for the service has been  downloaded more than 100 million times just by owners of phones running  Google's  Android mobile operating system. 
 Microsoft built a service for its  Windows 8 mobile phone that lets people receive calls even when Skype isn't on. 
 Google, which has more than 100 million people a month using its  Google  Plus social networking service, now offers more than 200 apps for its  video calling feature. It says it is interested not in making money on  the applications, but in learning more about them so it can sell more  ads by getting people to use its free video service, called Hangouts. 
 Hangouts can be used for two-person or group calls, or for a video conference with up to 10 people. 
  "On a high level, Google works better when we know who you are and what  your interests are," said Nikhyl Singhal, director of product  management for Google's real-time communications group. "Video calling  is becoming a basic service across different fronts." While Singhal is  an occasional user, he said, his 4-year-old daughter "is on it every  day." 
 Don't expect video calling to improve productivity. Tango  uses the same technology that enables video calls to sell games that  people can play simultaneously. It sells virtual decorations like  balloons to drop around someone's image during a birthday call (both  parties see the festive pixels). 
 Google says some jokey  applications on Hangouts, like a feature that can put a mustache over  each caller, seem to encourage people to talk longer. 
  Currently, popular two-way games like Words With Friends on Facebook  work by one player making a move and then passing the game over to the  other player, not watching moves as they are made. 
 Another  promising area is avatars, like cartoon dogs and cats, that mouth speech  when a user wants to have a video call but doesn't want to be seen. 
  The prospect of having to appear on-screen at any given moment might  sound like a nonstarter for people who worry about bad hair days. But in  fact, using mobile devices for video calls may be less bother than it  seems. 
 "There may be natural inhibitions to being seen, but  when I'm on a mobile device I'm out and about, so I'm more likely to be  presentable," said Michael Gartenberg, a consumer technology analyst at  Gartner. "How people use this remains to be seen, but they are starting  to expect it." 
 Yet a new etiquette for mobile video calls is  already emerging. People often text each other first to see if it's OK  to appear on camera. Video messages sent in the text box of a phone,  like snippets of a party or a child's first steps, are also useful  precursors to video conversations. Singhal said making avatars for users  of Hangout would be "an extraordinarily important area" as well. 
  The greatest challenge for the business may not be getting more  consumers to use the service, but making sure the service works. Most  phones have slight variations in things like camera placement and video  formatting from one model to the next. 
 "A camera can show you upside down if you load the wrong software on it," said Setton of Tango. 
  As a result, the 80 engineers among Tango's 110 employees have adjusted  their software to work on more than 1,000 types of phones worldwide.  The top 20 models have more than a million customers each, but the  complexity of building software for a wider range of phones has made it  hard for new mobile video companies to enter the field, Setton said. 
  Tango's average video call used to last six minutes, Setton said, but  when the company started adding other applications to go with the  videos, like games and designs that float over people, the average call  length rose to 12 minutes. 
 

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