Its wavefunction changes. Remember wave-particle duality.Hrm. But what is the point of reference? I don't think there's any sort of obvious topology involved, of course. Spin a baseball, and you can tell by the laces. Spin a particle and... ?
For a 360d rotation, a boson's wavefunction gets its original value, while a fermion's one gets minus its original value. For a 720d rotation, all particles get their original wavefunction values again.
Let's see what happens in a rotation. Make its axis the z-axis, and its angle a:
x' = x*cos(a) - y*sin(a)
y' = x*sin(a) + y*cos(a)
z' = z
Let's make linear combinations of x and y.
(x' + i*y') = (x + i*y)*exp(i*a)
(x' - i*y') = (x - i*y)*exp(-i*a)
z' = z
For a spin-0 particle, its wavefunction is F(x). Rotating it with rotation matrix R gives F(R.x). R for the example above is
{{cos(a),-sin(a),0},{sin(a),cos(a),0},{0,0,1}}
The electromagnetic fields E and B rotate as R.E(R.x) and R.B(R.x), and it's easy to see that z-axis R does:
(Ex' + i*Ey') = (Ex + i*Ey)*exp(i*a)
(Ex' - i*Ey') = (Ex - i*Ey)*exp(-i*a)
Ez' = Ez
and likewise for B. Note the mixing of field components. That's why the photon has spin 1.
The gravitational field h rotates in a more complicated way: h'(i,j) = R(i,i')R(j,j')h(i',j') for indices i,j,i',j' -- h is a symmetric 2-tensor.
(hxx' + hyy') = (hxx + hyy)
(hxx' + 2i*hxy' - hyy') = (hxx + 2i*hxy - hyy)*exp(2i*a)
(hxx' - 2i*hxy' - hyy') = (hxx - 2i*hxy - hyy)*exp(-2i*a)
(hxz' + i*hyz) = (hxz + i*hyz)*exp(i*a)
(hxz' - i*hyz') = (hxz - i*hyz)*exp(-i*a)
hzz' = hzz
More mixing, and twice as much rotation of some components. That's why the graviton has spin 2.
Half-odd spin is more difficult. Let's only do spin 1/2. One has to do the quaternion version of the rotation matrices on their wavefunctions: X(x) becomes Q.X(R.X). Quaternions are related to ordinary rotation matrices by R ~ Q.Q, more-or-less a square. So Q and -Q will give the same R.
For the rotation here, we get
X1' = X1*exp(i*a/2)
X2' = X2*exp(-i*a/2)
for components {X1,X2} of X.
Rotating 360d will turn X1 and X2 into -X1 and -X2, and rotating 720d will get X1 and X2 back.