Benjamin Heilbrunn

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To examine the effects of increased expression of Cx50 in the mouse lens, transgenic mice were generated using a DNA construct containing the human Cx50 coding region and a C-terminal FLAG epitope driven by the chicken betaB1-crystallin promoter. Expression of this protein in paired Xenopus oocytes induced gap junctional currents of similar magnitude to(More)
BACKGROUND Anxiety among patients in a pediatric emergency department (PED) can be significant, but often goes unaddressed. OBJECTIVE Our aim was to determine whether exposure to Child Life (CL) or hospital clowning (HC) can reduce anxiety in children presenting to a PED. METHODS Patients were randomized to CL, HC, or control and assessed upon entry to(More)
eLearning als Werkzeug zur Wissensvermittlung gewinnt innerhalb von Unternehmen an Bedeutung. Eine Herausforderung von eLearning-Kursen, die meistens parallel zur regulären Arbeit von Mitarbeitern stattfinden, besteht darin, die Teilnehmer über die gesamte Kursdauer zu motivieren. In diesem Artikel stellen wir G-Learning vor. G-Learning ist ein innovatives(More)
Application and gamification data contain valuable information about users and their behavior. This data can be used to measure the success of gamification projects, to analyze user behavior, and to continuously improve gamification designs. However, to support the process of gamification analyses, appropriate tool support is missing. Moreover, the specific(More)
We report a case of a 3-month old male infant, born to a mother with a known history of systemic lupus erythematosus (SLE). The infant initially presented with petechiae, anemia, and thrombocytopenia. His evaluation revealed antinuclear antibody (ANA) titer of 1 : 160, negative anti-SS-A/SS-B antibody, positive anti-Smith antibody, elevated anti-dsDNA(More)
OBJECTIVE Ketamine is a dissociative agent often used in pediatric emergency departments for procedural sedation. Institutions commonly use either 1.5 mg/kg (k1.5) or 1 mg/kg (k1.0) as intravenous dosing. We sought to determine whether patients receiving k1.0 require more administered doses during sedation than patients receiving k1.5. Furthermore, we(More)
Application and gamification data contains valuable information about users and their behavior. This data can be used to measure the success of gamification projects, to analyze user behavior, and to continuously improve gamification designs. Existing software solutions promise support for analyzing game- and gamification-related data. However, research(More)
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