I'm not sure what the monitor size has to do with it -- you can display the same scene on different size monitors.
If you are using our hand assets, then you can adjust the position of the HandController object relative to the camera to make the apparent motion of the hand larger or smaller. Otherwise, if you are doing some sort of 2D cursor/pointer, you can use the InteractionBox to normalize the the hand position to maximally fit any rectangular area (this technique doesn't work with the hand assets, though).