That should be fabulously easy to sort out in UV Edit, but we have to make some allowances for the fact that your image isn't square, which means we have to manually stretch the UVs Cinema auto-generates to fill the square UV canvas, so that ALL the image fits on all the object if you see what I mean. I don't know if you want to fix the mesh to get rid of all the unnecessary triangles, but if you do, you should do so BEFORE you do UV unwrapping.
When finished your UV should look like this...
1. Go into UV Edit and select both the object AND its UV tag, then Poly Mode, and Ctrl-A to select all of them.
2. Find the UV Unwrap button in the middle column and press it once, which will give you a narrow strip of polys at a weird angle like so...
3. Go to UV packing, turn off preserve orientation, turn on stretch to fit and hit apply, which should align that strip to the top of the UV canvas and make it (almost) fill it.
If it guesses this wrong and the lines are going horizontally across the canvas instead of up and down it like they should be, then you can use the Transform tab / rotation settings in the UV panel to rotate it 90 degrees so it looks like my example above (top)
4. Lastly, apply a material to the object and make sure it is using UV mapping as the mapping type.
CBR