The first time I heard about the Magnetic Spinner toy, I had no idea what it was. But after a bit of research, I found out that it is a unique toy that uses two magnets to spin in a counter-clockwise and clockwise direction. There is a hand crank on the toy that allows the two magnets to be alternated. These two magnets are not joined in any way, so they do not have to be natural magnets. They are also not permanent, so they do not need to be stored like magnets would.
The magnetic spinner toy uses at least two spinner units aligned adjacent to each other, with at least one of each holding a multitude of circumferential spaced permanent magnetic magnets arranged in a crisscross pattern to pass near the neighboring attractions of the other adjacent spinner units. The number of interests can be adjusted to create a spin rate that most children find amusing. The size of the circle of magnets can be adjusted to a diameter that will fit comfortably on the child's wrist. There are many different styles of these toys that come in bright colors that catch children's eye and look attractive. They can be battery operated and are designed to work with electricity.
The invention has been claimed to have no known limitations and is patentable worldwide. The claim is that the use of two separate but evenly spaced magnetic forces is a new and unique invention that makes use of a particular mechanism, and further claims that the use of such power in combination with movement of a person's hand produces a stimulation of the brain. This movement of the needle causes the inspiration of the brain, which then causes a change in the brain frequency that causes the Fig Tree to move. Since the Magnetic Spin Hammer is a known stimulation tool for ADHD, epilepsy patients, and paralyzed children, it would seem that it should be of interest to any inventor or researcher interested in the development of such stimulation tools for those who are suffering from such conditions.
A basic review of the Magnetic Spin Hammer shows that the basic concept behind it is a modified version of what is commonly called a "pickle drive circuit." It is claimed that by placing two magnetized drive circuit boards on opposing sides of the central circle of magnets in the magnetic spinner toy, two different types of frequencies can be produced. When the two drive circuits are placed near each other and activated, the resulting frequency produced by the drives is termed "pulse width modulation (WV). "The advantage of using WV as a control signal is that it can be used to alter the desired behavior of a patient by simply reversing the polarity of the magnets. For example, suppose a patient is sedated and placed in a deep sleep state. In that case, the Magnetic Spinner Toy can induce positive reinforcement through the positive frequency produced by the pulse width modulation of the magnets. The resultant WV signal can motivate the patient to move his legs or head to gain some relief from pain.
The Magnetic Spinner Toy uses two closely spaced, double-ended, spring-loaded aluminum poles as the driving mechanisms of its two independent drive circuits. When these two poles are placed very close to each other, a powerful magnetic field will be induced between them and the brain, which will cause them to move together with a corresponding change in the brain wave patterns, which the patient will experience as they shift their consciousness or will respond to the stimulus. The second drive unit consists of magnetically charged rectangular spindles with two adjoining wires attached at their central ends to the primary unit. When combined in series, the two drives will form a single, highly organized circuit that will induce a strong magnetic field between the various adjacent electrodes in the brain.
An explanation of the inner working of the Magnetic Spinner Toy is as follows. The two curved steel bars that make up the body of the toy animal are connected to the two circular inner ends of the sizeable spring-loaded steel poles by their short backs. In their position, they push the circular outer end of the body axle 14 firmly against the figurine's body. This action causes the animal to rotate in a circle inside the toy box. This action continues as the figure continues to move in the direction indicated by the internal magnetic field. This action causes the brain's perceived sensation of pain to be generated as the brain reacts to the change in the brain wave pattern induced by the movement of the animal.